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The best Baldur's Gate 3 builds for Patch 8 and beyond

Ted Litchfield
24 min read
  • Baldur's Gate 3 offers a variety of multiclass builds combining different classes for unique gameplay experiences.

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Shadowheart's eyes go white as she holds a glowing magic artifact.

Credit: Larian

There are people who have played Baldur's Gate 3 more than me, but I feel pretty good about my record: 440 hours and counting, one Honour mode clear, two on Tactician, and I don't know how many failed or dropped runs.

In the first part of this guide, I'll go over the basic rules and best practices of multiclassing, but you can skip to the second section for a collection of builds inspired by my own experience, as well as the most diabolical setups I've seen on YouTube.

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As a note, most of these builds assume minimal to no use of the respec function, but it's possible to abuse/powergame the hell out of Withers if you so choose.

How to multiclass

Each time you level up in Baldur's Gate 3, you can choose any of its 12 classes to progress in. Baldur's Gate 3 has removed tabletop attribute restrictions from multiclassing, so your only restriction is whether the choice is worthwhile or not. There's even an achievement, "Jack of All Trades," awarded by taking one level of each class on the same character without respeccing.

A lot of key bonuses are also tied to the level of your individual classes as opposed to your overall level. For example, you get an " ASI" or feat/attribute bonus every four levels of a class⁠—a level 8 fighter would have two ASIs, while a 5 Fighter/3 Rogue would have just one.

Other level milestones to keep in mind:

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  • Extra Attack:Fighters, Barbarians, Rangers, Monks, Blade Pact Warlocks, and Paladins get a second full attack per turn at level 5. Blade/Valour Bards and Bladesinging Wizards get this at level 6. Fighters get Improved Extra Attack(for three attacks per round) at level 11.

  • Subclass:Most classes let you choose a subclass at level 3 (your Bard college, for example). Most spellcasters, and also Paladins, choose their subclass at level 1.

  • Spell levels:Full casters gain new spell levels and spell slots every odd class level. Additionally, spellcaster/spellcaster multiclasses have a shared pool of spell slots, removing a major disadvantage of this kind of character in older versions of D&D. The Baldur's Gate 3 wiki has a chart showing what spell slots you can expect from multiclassing.

Patch 8 Build: Pure Hexblade is just that good

Baldur's Gate 3 screenshots showing female Dark Urge wielding twin flame blades

Credit: Future

Hexblade Warlock 12

The crux of the build is Shadow Blade, a revamped spell in Patch 8 that summons a 2d8 psychic damage short sword you can use until long rest, no strings attached—and you can up-cast it for a 3d8 and max 4d8 version of the sword.

Round out with the Resonance Stone to double our psychic damage from Shadow Blade, and we've got a master of all spellsword who's deadly from any range. Hexblade goes with practically everything, but a pure 12-level Hexblade is a comfortable, versatile way to play through Baldur's Gate 3.

Starting Stats:

  • Strength: 8

  • Dexterity: 16

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 17

Leveling Order:

  1. Hexblade 1

  2. Hexblade 2 - Agonising Blast, Beast Speech

  3. Hexblade 3 - Pact of the Blade, Shadow Blade

  4. Hexblade 4 - Feat: Savage Attacker

  5. Hexblade 5 - Pact Extra Attack, Devil Sight (pair with Darkness cast on self)

  6. Hexblade 6 - Accursed Specter

  7. Hexblade 7 - Beguiling Influence

  8. Hexblade 8 - Feat: Charisma +2

  9. Hexblade 9 - Armour of Shadows

  10. Hexblade 10

  11. Hexblade 11

  12. Hexblade 12 - Lifedrinker

Act 1 Gear

Act 2 Gear

Act 3 Gear

Patch 8 Build: Bladesinging Wizardin

A balding paladin in Baldur's Gate 3, splattered in blood with a stern expression.

Credit: Larian Studios

Bladesinging Wizard 10 / Oath of the Ancients Paladin 2

I've based my build here on these guides by c4b-BG3 and Bravest_Coward on the BG3Builds subreddit.

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If Hexblade is more of an all-out, pure damage, edgelord sort of battlemage, Bladesingers are tankier and more versatile, while still putting out team-carrying levels of damage. The playstyle's stand and fight potential and reliance on buffs like Haste and Mirror Image reminds me a lot of the classic Fighter/Mage or, ugh , Kensai/Mage from Baldur's Gate 2.

Bladesinger can't use Intelligence as a melee modifier like Hexblades can Charisma, so you've got to split your stats between Dexterity and Intelligence. Weapon-wise, combining Great Weapon Fighting with Phalar Aluve is be a fun, thematic way to play the Bladesinger. This build assumes use of Phalar Aluve.

Act 3's Elven Chain armor does not actually count as armor in the game logic due to the unique way it was implemented, so it can stack with the Bracers of Defence, Mage Armour, and still allow for Bladesinging.

A pure 12 levels of Bladesinger would be plenty strong, and can effectively already smite enemies for free with Booming Blade, but grabbing those final two levels of Paladin to open up nasty spellslot can be a fun way to round things out—two levels of Fighter for Action Surge is similarly excellent.

Starting Stats:

  • Str:8

  • Dex:17

  • Con:14

  • Int:16

  • Wis:10

  • Cha:8

Leveling Order:

  1. Wizard 1

  2. Bladesinger 2

  3. Bladesinger 3

  4. Bladesinger 4, Great Weapon Master

  5. Bladesinger 5

  6. Bladesinger 6, Extra Attack

  7. Bladesinger 7

  8. Bladesinger 8, Feat: +2 Dexterity

  9. Bladesinger 9

  10. Oath of the Ancients 1

  11. Oath of the Ancients 2, Divine Smite

  12. Bladesinger 10, Song of Defence

Key Spells:

  • Cantrips: Booming Blade

  • Level 1: Shield, Expeditious Retreat, Longstrider, Mage Armour, Magic Missile

  • Level 2: Shadow Blade, Blur, Mirror Image, Hold Person, Invisibility, Misty Step, Detect Thoughts

  • Level 3: Haste,Animate Dead, Fireball

  • Level 4: Greater Invisibility, Conjure Minor Elemental, Ice Storm

  • Level 5: Cone of Cold, Conjure Elemental, Hold Monster

Act 1 Gear

Act 2 Gear

Act 3 Gear

Patch 8 Build: Mostly Pure Arcane Archer

The player character drow elf in baldur's gate 3

Credit: Larian Studios

Arcane Archer 11 / War Priest 1

Arcane Archer plays pretty similar to a ranged Battlemaster, one of the most simple but effective builds in Baldur's Gate 3. The Battlemaster benefits from their Superiority Die increasing in potency at higher level, being able to use their Maneuvers in melee as well as ranged, and not having to worry about Intelligence—the saves for AA's arrows all depend on your Int stat. Arcane Archer, meanwhile, has access to more powerful effects, and can eventually use their arrows more times before having to Short Rest.

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They're both extremely effective, so your choice between the two for the optimal BG3 longbowman is pretty much a matter of taste. But I really, really dig the Arcane Archer. By far the most notable magic arrow is Banishing Arrow, which sends the target to the Shadow Realm for two rounds a la the level four spell Banish.

Which basically means Arcane Archers get access to a level four spell (unlocked at character level seven) at character level three—that's insanely powerful! Other arrows I've enjoyed are Shadow Arrow(DPS against boss enemies and blind them for advantage), Grasping Arrow(potentially lingering DPS), and Piercing Arrow(situationally powerful AOE).

The single dinky level of War Cleric at the end is for their Channel Divinity power, which will let you make a main-hand attack as a bonus action once per Short Rest—pretty handy, and better than the extra level 12 feat, for my money.

Starting Stats:

  • Strength: 8 (rely on elixirs, or swap with Int)

  • Dexterity: 17

  • Constitution: 14

  • Intelligence: 16 (or dump and use the Warped Headband of Intellect )

  • Wisdom: 10

  • Charisma: 8

Leveling Order:

  1. Fighter 1

  2. Fighter 2 - Archery Combat Style

  3. Arcane Archer 3 - Banishing, Shadow, and Piercing Arrow

  4. AA 4 - Feat: Dex +2

  5. AA 5 - Extra Attack

  6. AA 6 - Feat: Sharpshooter

  7. AA 7 - Grasping Arrow

  8. AA 8 - Feat: Int +2 OR Strength +2 OR Alert

  9. AA 9

  10. AA 10 - Beguiling Arrow

  11. AA 11 - Improved Extra Attack

  12. War Cleric 1

Act 1 Items

Act 2 Items

Act 3 Items

Patch 8 Build: Hexbuckler

Baldur's Gate 3 screenshots showing female Dark Urge wielding twin flame blades

Credit: Future

Swashbuckler 7 / Hexblade 5

I wrote a whole love letter to the Swashbuckler about how I think it's completely changed the game for Rogues in Baldur's Gate 3, but to summarize:

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  • Flick o' the Wrist sneakily offers an alternative to Extra Attack, and you get it a whole level earlier. This addresses the Rogue's biggest weakness, their lack of Extra Attack.

  • Sneak Attacks are much easier to land, which is extremely helpful in the early game.

  • Sticking with Rogue for more of the game leads to an impressively powerful 6d6 Sneak Attack per round, with the Swashbuckler's bonus action attack meaning you don't have to sacrifice actions per round to get there.

  • It's an extremely fun class fantasy.

Notably, the use of Bonus Actions means you're not going to want to dual wield with this build, unless you're just using a stat stick in the offhand like Bloodthirst paired with Crimson Mischief in the endgame.

Starting Stats:

  • Strength: 8

  • Dexterity: 16

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 17

Leveling Order:

  1. Rogue 1 - Sneak Attack +1d6

  2. Rogue 2

  3. Swashbuckler 3 - Rakish Audacity, Sneak Atk +2d6

  4. Swash 4 - Dirty Tricks, Feat: Great Weapon Master

  5. Hexblade 1 - Pact of the Blade

  6. Hexblade 2 - Invocations: Agonizing Blast, Beast Speech or Repelling Blast

  7. Hexblade 3

  8. Hexblade 4 - Feat: Cha+2

  9. Hexblade 5 - Extra Attack, Invocation: Armour of Shadows

  10. Swashbuckler 5 - Sneak Atk +3d6, Uncanny Dodge

  11. Swashbuckler 6

  12. Swashbuckler 7 - Sneak Atk +4d6

Act 1 Items

Act 2 Items

Act 3 Items

Patch 8 Build: Giant Barbarian Rainbow Thrower

Baldur's Gate 3 smart ogre

Credit: Larian

Giant Barbarian 10 / Fighter 2

The distribution of Giant Barb abilities means you don't want to multiclass too early or too much with them. Elemental Cleavermeans anything can be a throwing weapon, which rules. Mighty Impeland Boot of the Giants, meanwhile, are where a lot of its slapstick, environmental abuse gameplay come into focus.

Starting Stats:

  • Str:17

  • Dex:14

  • Con:16

  • Int:8

  • Wis:10

  • Cha:8

Leveling Order:

  1. Barbarian 1

  2. Barbarian 2

  3. Giant 3

  4. Giant 4, Feat: Tavern Brawler Str +1

  5. Giant 5, Extra Attack, Boot of the Giants

  6. Giant 6, Elemental Cleaver

  7. Giant 7

  8. Giant 8, Feat: Strength +2

  9. Giant 9

  10. Giant 10, Mighty Impel

  11. Fighter 1

  12. Fighter 2, Action Surge

Act 1 Items:

Act 2 Items

Act 3 Items

Circle of Stars Spirit Guardians Death Cleric

Shadowheart casts a suspicious look over her shoulder.

Credit: Larian

Death Cleric 10 / Circle of Stars Druid 2

For a more up-close caster, like a Cleric, Circle of Stars' Dragon Form provides a huge bonus to concentration rolls, as well as a bonus action 2d6 Radiant damage AOE. It's basically tailor-made for Spirit Guardian-focused Clerics.

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We'll be casting the Radiant damage version, even as a Death Cleric, but we can still have some fun with necro spells like Inflict Wounds and Toll the Bell. Stack Radiant and Reverberation gear for a walking AOE wrecking ball.

Starting Stats:

  • Str:8

  • Dex:16

  • Con:15

  • Int:8

  • Wis:17

  • Cha:8

Leveling order:

  1. Death Cleric 1

  2. Cleric 2

  3. Cleric 3

  4. Cleric 4, Feat: Wis +1, Con +1

  5. Cleric 5

  6. Cleric 6

  7. Cleric 7

  8. Cleric 8, Feat: Wis +2 orWar Caster

  9. Cleric 9

  10. Cleric 10

  11. Circle of Stars 1

  12. Circle of Stars 2, Starry Form

Act 1 Items

Act 2 Items

Act 3 Items

Sorcerer Paladin (Sorcadin)

Dark elf in chainmail looking at camera with disgust and confusion

Credit: Larian

Devotion Paladin 6 / Sorcerer 6 👼️

Pair Paladin with a Charisma caster like Bard, Sorcerer, or Warlock to take advantage of their combat buffs and, more importantly, their ample Spell Slotsto go smiting all the live-long day. Prolific Divinity: Original Sin 2 guide maker sin tee has a great guide to Sorcadins, and here's that build taking on the most challenging fight in the game on Tactician (spoilers).

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When I beat Honour mode with this build, I accidentally broke my oath twice, and kept rolling as an Oathbreaker. I definitely missed Devotion's Sacred Weapon early on, and the 7 Paladin / 5 Sorcerer split I went with missed out on some spell slots, but Aura of Hate's bonus Charisma damage is beastly.

Recommended Skills:Persuade, Religion, Athletics

Starting Stats:

  • Strength: 17

  • Dexterity: 8

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 16

Leveling Order:

  1. Paladin 1

  2. Paladin 2 - Divine Smite, Great Weapon Fighting

  3. Paladin 3 - Divine Health

  4. Paladin 4 - Great Weapon Master

  5. Paladin 5 - Extra Attack

  6. Paladin 6- Aura of Protection

  7. Sorcerer 1

  8. Sorcerer 2

  9. Sorcerer 3

  10. Sorcerer 4 - ASI +2 Charisma or Strength

  11. Sorcerer 5

  12. Sorcerer 6

Notable Gear:

Gunslinger Bard

Baldur's Gate 3 - Astarion wearing an admiral's hate in camp, shirtless

Credit: Larian

College of Swords Bard 10 / Fighter 2 🔫 

Swords Bard is my favorite subclass: You're good at everything, and extremely stylish while you do it. The ranged version of their Slashing Flourish lets you launch two arrows for one attack, each dealing bonus damage. That ties Swords Bards with pure Fighters as the best ranged DPSers in Baldur's Gate 3. On top of that, you can ace every skill check you care to, and still pull your weight as a crowd control/support caster.

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More on Baldur's Gate 3

Gale the wizard grins

(Image credit: Larian)

Baldur's Gate 3 guide : Everything you need
Baldur's Gate 3 tips : Be prepared
Baldur's Gate 3 classes : Which to choose
Baldur's Gate 3 multiclass builds : Coolest combos
Baldur's Gate 3 romance : Who to pursue
Baldur's Gate 3 co-op : How multiplayer works

This build originally went for a Bard 6 / Thief 3 / Fighter 3 arrangement focusing on hand crossbows, but I've since learned we can do better. After relying on hand crossbows through the beginning of Act 3, we'll switch to The Dead Shot longbow and pair it with the Band of the Mystic Scoundrel. Instead of offhand attacking with our bonus actions, we'll be casting powerful illusion and enchantment spells like Hypnotic Pattern or (especially) Hold Monster.

Starting Stats:

  • Strength: 8

  • Dexterity: 17

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 16

Leveling Order:

  • Bard 1

  • Bard 2

  • Bard 3 - College of Swords, Dual Wield Combat Style

  • Bard 4 - Sharpshooter

  • Bard 5

  • Bard 6 - Extra Attack

  • Fighter 1 - Archery Combat Style

  • Fighter 2 - Action Surge

  • Bard 7

  • Bard 8 - Charisma (or Dex) +2, or Alert

  • Bard 9

  • Bard 10

Notable Gear:

Open Hand Monk 9 / Thief Rogue 3  👊 

Master Martial Artist

Baldur's Gate characters

Credit: Larian Studios

Open Hand Monks have three knockouts on offer: Flurry of Blows, Manifestation,and the Tavern Brawlerfeat. Flurry of Blows is an insane ability, giving you two full unarmed attacks for the price of one Bonus Action. Open Hand Monks get further variations on Flurry of Blows, but basically from level one Monks are able to attack three times per round.

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Manifestation of Mind, Body, or Soulis a toggleable Open Hand ability that gives you bonus unarmed damage based on your Wisdom modifier. What's more, the Boots of Uninhibited Kushigoavailable at the beginning of Act 3 let you add your Wisdom modifier to attacks again .

Tavern Brawlerlets you double your Strength bonus on attacks. Monks have such spread out Attribute needs that this build makes the most sense if you dump your strength stat and rely on elixirs throughout the game.

Recommended Skills:Athletics, Insight, Persuade (at Thief levels if main character)

  • Strength: 8

  • Dexterity: 16

  • Constitution: 15

  • Intelligence: 8

  • Wisdom: 16

  • Charisma: 8

Leveling Order:

  1. Monk 1

  2. Monk 2

  3. Monk 3 - Way of the Open Hand, improved Flurry of Blows

  4. Monk 4 - Tavern Brawler(+1 Constitution)

  5. Monk 5 - Extra Attack

  6. Monk 6 - Manifestation of Mind/Body/Soul,Wholeness of Body

  7. Monk 7 - Evasion, Stillness of Mind

  8. Monk 8 - ASI +2 Wisdom

  9. Monk 9 - Ki Resonance

  10. Rogue 1

  11. Rogue 2

  12. Rogue 3 - Thief, Fast Hands

Notable Gear:

Sneaky Assassin Guy Classic

A confused-looking Astarion as the world starts to drain into black and white from Baldur's Gate 3.

Credit: Larian Studios

Gloom Stalker Ranger 5 / Assassin Rogue 7  🥷 

This is my favorite way to be a sneaky assassin guy in BG3. I think this particular setup straddles the line between powergaming and roleplaying well: You could go full 12 levels of Assassin and have a harder time, or do some nonsense with Fighter levels and be less thematic .

You can optionally sub in the Thiefspecialization for Assassin, but the latter feels more on-theme and its first combat round advantages, particularly Free critical hits on surprised enemies,are incredibly powerful. Assassin also dovetails nicely with the Gloom Stalker's increased initiative and bonus first round attack.

You're not playing this build to its fullest if you don't try to begin every combat encounter you can from stealth and with a surprise round.

If rocking this as a main character like to start with a single level of Rogue to secure those nice skill specializations, especially Persuasion, which is a must in early game Honour mode. You could opt for 5 levels of Ranger to start instead to rush Extra Attack even sooner.

There are strong daggers and shortswords aplenty throughout the campaign, but the Knife of the Undermountain Kingwill be your best friend for much of the game.

Being able to inflict Piercing Vulnerabilityfrom either the Bhaalist Armoror Bloodthirstdagger is a great get in the late game. The armor is more optimal, but requires a very evil choice—unless you decide to go for a risky pickpocket of a ghost .

Recommended skills: Persuasion, Sleight of Hand

Starting stats:

  • Strength: 8

  • Dexterity: 17 (16 if you don't plan on using Auntie Ethel's Hair)

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 16

Leveling Order:

  1. Rogue 1, Sneak Attack +1d6

  2. Ranger 1

  3. Ranger 2, Two Weapon Fighting Style

  4. Ranger 3, Gloom Stalker

  5. Ranger 4, +2 Dexterity

  6. Ranger 5, Extra Attack

  7. Rogue 2

  8. Rogue 3, Assassin, Sneak +2d6

  9. Rogue 4, Alert or Savage Attacker

  10. Rogue 5, Uncanny Dodge, Sneak +3d6

  11. Rogue 6, Expertise: Skill of choice

  12. Rogue 7, Evasion, Sneak +4d6

Notable Gear:

Paladin Batman

Half Orc wearing rare Bhaalist Armor in Baldur's Gate 3 standing in front of Astarion and Karlach

Credit: Larian

Oathbreaker 8 / Hexblade 1 / Thief 3 🌚🗡️ 

I've overhauled this versus our original take on a Rogue/Paladin, based on received wisdom throughout the BG3 Builds subreddit. Basically: It's hard to beat a Hexblade, and Oathbreaker is just hard to beat mechanically with Aura of Hatred. Fulfills the "Dark Paladin" role even better than Vengeance for my money, whether you're a "good guy" or not. Great pick for a Dark Urge run, in my opinion.

Mechanically, it's a very strong dual wielding melee DPS with an emphasis on smites and stacking Charisma damage—it may even be a better edgelord DPS option than the Gloom Stalker/Assassin. Stealing the Infernal Rapierfrom Wyll lets us bypass the Paladin's inability to access the Two Weapon Fighting combat style—just remember to bring him to the final mission of Act 2.

Recommended Skills:Sleight of Hand, Persuade

Starting Attributes:

  • Strength: 8

  • Dexterity: 16

  • Constitution:14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 17

Leveling Order:

  1. Oath of Devotion 1 (easiest oath to break)

  2. Paladin 2

  3. Hexblade 1

  4. Paladin 3

  5. Paladin 4, Dual Wielder

  6. Paladin 5, Extra Attack

  7. Rogue 1

  8. Rogue 2

  9. Rogue 3, Thief, Fast Hands

  10. Paladin 6

  11. Paladin 7, Aura of Hatred

  12. Paladin 8, Savage Attacker

Recommended Gear:

Act 1

Act 2

Act 3

Olympic Shotputter Barbarian

Baldur's Gate 3 Karlach concept art

Credit: Larian

Berserker Barbarian 5 / Thief Rogue 4 / Champion Fighter 3🪓💪😤

Berserkers are strong no matter how you slice them, but few RPGs have throwing weapons as insanely strong as Baldur's Gate 3, so it'd be a damn shame not to take advantage. 'Zerkers get Bonus Action throws while using their Barbarian Rage, and the Thief subclass gives you an extra Bonus Action—a no brainer combo.

Add in a surprising number of feats and items to improve thrown weapon damage, as well as a few notable weapons that return to your hand every time you throw them, and you've got a unique character who's crazy strong and that you can only really make in Baldur's Gate 3. Sin tee and cRPG Bro have great breakdowns of this sort of character.

Recommended Skills:Athletics, Intimidation

Starting Stats:

  • Strength: 17

  • Dexterity: 14

  • Constitution: 16

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 8

Leveling Order:

  1. Barbarian 1

  2. Barbarian 2

  3. Barbarian 3 - Berserker

  4. Barbarian 4 - Tavern Brawler(+1 Strength)

  5. Barbarian 5 - Extra Attack

  6. Rogue 1

  7. Rogue 2

  8. Rogue 3 - Thief, Fast Hands

  9. Rogue 4 - Strength +2 or Alert

  10. Fighter 1

  11. Fighter 2 - Action Surge

  12. Fighter 3 - Champion

Notable Gear:

Swashbuckling Duelist Bardadin

Baldur's Gate 3

Credit: Larian Studios

Oath of Vengeance Paladin 2 / College of Swords Bard 10  🤺 

This particular character from master buildsmith Sin Tee relies on the respec system—you can definitely play it straight without starting over from level 1, but I would not recommend that on Honour mode.

Basically, it's the same premise as our Sorcadin (Charisma caster spell slots with Paladin Divine Smite), but focusing on Dexterity, going all in on the Swords Bard's excellent abilities and spells, and taking advantage of one of my favorite weapons, the unique rapier Duellist's Prerogative.

For most of the game, you'll be using a finesse weapon (either Phalar Aluveor The Knife of the Undermountain King) with a shield, and for optimal, Honour-ready play, you'll actually just build your character as a pure Oath of Vengeance Paladin until they reach level 8—that's when Swords Bards can get Extra Attackafter starting with two levels of Pally.

Once you snag Duellist's Prerogative, you'll want to drop the shield. Keeping your offhand empty with this rapier unlocks special abilities well worth the decreased Armor Class. Also? It helps complete the whole swashbuckler aesthetic.

One other fun thing this character can do: using a high level Bard's Magical Secretsability, you can get access to the excellent friendly fire-proof, melee-range Cleric spell Spirit Guardiansto damage and weaken any enemy you approach. This character also has access to all the skills they could want, dialogue or otherwise, while getting the unique reactions and dialogue of both the Paladin and the Bard.

Recommended Skills:Persuasion, Sleight of Hand

Starting Stats:

  • Strength: 8

  • Dexterity: 17 (if using Auntie Ethel's Hair)

  • Constitution: 14

  • Intelligence: 8

  • Wisdom: 10

  • Charisma: 16

Leveling order (post respec):

  1. Paladin 1, Oath of Vengeance

  2. Paladin 2, Divine Smite

  3. Bard 1

  4. Bard 2

  5. Bard 3, College of Swords

  6. Bard 4, +2 Dexterity or Savage Attacker

  7. Bard 5

  8. Bard 6, Extra Attack

  9. Bard 7

  10. Bard 8, Alert

  11. Bard 9

  12. Bard 10

Notable Gear:

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