Shadow Blade Bardadin Build - Baldur's Gate 3 (BG3)
Contents
Shadow Blade Bardadin Build
The build starts from level 9, start by respecing at Withers to correctly allocate the initial Ability points and other options. Before that, I recommend using the standard Bardadin Build.
The main selling point is the
Shadow Blade that scales with spell slots, and becomes very powerful as the game goes on. The core is similar to Bardadin Build, which uses standard two-handed weapons or dual-wielding.
To obtain the
Shadow Blade, some concessions are made. The linear progression gets sacrificed, and Sorcerer levels are added. This means that the Paladin features get postponed. Some items also have to be reshuffled, and you do miss out on Magical Secrets. One of the big losses is
Counterspell, which is a very powerful counter in Honour Mode runs.
Still, the damage numbers that this build gets using
Resonance Stone are ridiculous. Shadow Bardadin also has access to metamagic like
Metamagic: Extended Spell or
Metamagic: Quickened Spell, which gives more variety as a Spellsword build. Different gear options also become available, compared to the standard two-handed build.
So let's jump into the build!
Huge thank you for Zee and Bluemajere from Larian Bg3 Builds discord on gear suggestions and build idea implementation.
Class Contribution
The build goes into 3 classes, all of which provide core features necessary to maximize what it can do.
6 Swords Bard
- Access to flourishes -
Slashing Flourish (Melee), to hit multiple targets and greatly improve damage.
Bardic Inspiration, which can be used for flourishes or helping with various dice rolls.- Full spellcaster progression, giving access to plenty of spell slots and various spells like
Fear,
Glyph of Warding,
Healing Word and many more. - Medium Armour Proficiency.
Countercharm has niche uses if you know encounters and can prepare for them. Otherwise, I would not worry about this feature.- Fighting Style -
Duelling or
Two-Weapon Fighting.
Extra Attack for an additional weapon attack with the main action point.
Song of Rest for an additional short rest, helping to manage resources.
Font of Inspiration enables a short rest
Bardic Inspiration reset, for better combat potential.
Jack of All Trades with a little boost to skill rolls, where you might be the weakest.- Access to multiple skill
Expertise, helping with world exploration and dialogue checks.
4 Sorcerer
I am not set on a single subclass here, Draconic gives a little extra HP and spells, like
Armour of Agathys, while Shadow Magic gives
Strength of the Grave for a little more survivability. You cannot go wrong with any of these.
- Constitution saving throw proficiency for better maintainability of spells during combat
- Defensive spell
Shield to improve survivability from enemy normal attacks. - Access to additional cantrips like
Friends,
Booming Blade, etc. - Metamagic, which enables improved spellcasting via
Metamagic: Extended Spell,
Metamagic: Quickened Spell, etc. - Access to
Shadow Blade, the main weapon of this build.
2 Vengeance Paladin
Here you can also go with any of the other subclasses, it's just that the Oath of Vengeance does have the strongest and cheapest feature that you can use during combat.
Divine Sense - an easy advantage in case you fight these specific enemies.
Lay on Hands - a healing action, which I found is best used outside of combat for curing diseases.
Inquisitor's Might for a cheap buff that gives a decent damage boost.- The iconic Paladin action -
Divine Smite. With optimisations and some preparations, this can land very powerful strikes and obliterate enemies. - Prepared spells like
Command, which is one of the cheapest and best control options in the game. - Fighting Style choice, for a small stat boost
Synergy with other builds
For this build, it's hard to recommend a particular synergy. From the showcase video, it can solo single-handedly difficult game encounters. There is anti-synergy with Clerics, specifically with
Radiating Orb, which removes the Advantage on
Shadow Blade attacks. It can be counteracted with
Reverberation +
Prone with the same cleric Revorb setup, which then gives Advantage back.
Besides that, this build can go into almost any composition, especially if it can access the gear it needs. Even without it, thanks to
Metamagic: Quickened Spell, it can play as a full-on spellsword and cast a wide variety of spells.
Controllers
The main controller that you would want is someone who can cast
Hold Monster, as the Shadow Blade Bardadin has
Hold Person by itself. Another alternative is to use scrolls. Here are the builds that would play well with it:
- Fire Sorcerer - one of the most reliable builds for this type of setup with
Hat of Fire Acuity +
Scorching Ray - Spellsword build - Sorcadin, Bardadin, Swords Bard Archer, these can use the required gear without impeding the Shadow Blade Bardadin.
- Other caster-related builds- Lore Bard or even Arcane Trickster with access to unlimited scrolls.
Psychic damage
Of course, as the build uses
Resonance Stone, any other builds with psychic damage will benefit. Still, there are some enemies which are immune to this damage, and this can lead to some problematic encounters. Here are builds which can deal significant psychic damage:
- Shadow Monk build
- Bladesinger build
- Hexblade - plenty of gear overlap, so I would use the other ones
- Arcane Trickster
I would use one of these in addition to Shadow Blade Bardadin, as using more will either make the game too easy, or you might have too much gear overlap.
Leveling Overview
Here is a concise table with all the main picks during your levelling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
| Level | Class | Selection |
|---|---|---|
| 1 | Sorcerer 1 | Cantrips: |
| Spells: |
||
| Subclass: Draconic Bloodline or Shadow Magic | ||
| Abilities: STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 17 (15+2) | ||
| Skills: Intimidation, Persuasion, Athletics | ||
| 2 | Sorcerer 2 | Spells: any |
| Megamagic: |
||
| 3 | Sorcerer 3 | Spells: |
| Metamagic: |
||
| Replace spell: any utility spell -> |
||
| 4 | Bard 1 | Cantrips: any |
| Spells: |
||
| Abilities: Dexterity or Charisma related. | ||
| 5 | Bard 2 | Spells: |
| 6 | Bard 3 | Spells: |
| Subclass: College of Swords | ||
| Fighting Style: |
||
| Abilities: any Charisma-related | ||
| 7 | Bard 4 | Spells: |
| Feat: |
||
| 8 | Bard 5 | Spells: |
| Replace Spell: |
||
| 9 | Bard 6 | Spells: |
| 10 | Paladin 1 | Subclass: Oath of Vengeance |
| 11 | Paladin 2 | Fighting Style: |
| 12 | Sorcerer 4 | Cantrips: any |
| Spells: |
||
| Feat: Ability Improvement - +2 Charisma |
Starting the Game - Level 1
For this build, my start will be somewhat different. The build only starts to function from level 9, as that's when you obtain
Shadow Blade. So, before that, I would recommend following one of these builds instead:
- Standard Bardadin build with two-handed swords
- Swords Bard Archer with ranged weapons
Still, I would like to cover one choice that matters later on, and is not changeable
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Half-Orc |
|
The half-orc features are a good addition for this kind of build, where you will engage in frontline combat. The instant resurrection and bonus critical damage. |
Wood Half-Elf |
|
With any kind of melee or spellsword build, you will benefit from increased movement speed, to ensure that targets are reached. |
Wood Elf |
|
|
Zariel Tiefling |
|
A great race that offers unique features and a few standout aspects. I recommend |
Gnome |
|
Any subrace will work. The main selling point is the |
Background
Backgrounds are mostly for role-playing, and you can pick those that fit your backstory. Of course, you can still do slight optimizations here by picking at least one skill that falls under your high ability scores, for example, Intimidation - Charisma, History - Intelligence, and so on. Here is what I recommend for the build:
| Background | Skills | Description |
|---|---|---|
| Charlatan | Deception Sleight of Hand |
Very good choice, especially if you will not have a dedicated rogue in the party to do disarming and lockpicking. Bard, can pick up this role if needed. |
| Entertainer | Acrobatics Performance |
Both of these skills are very relevant for the build, as you have high Dexterity and Charisma. |
| Guild Artisan | Insight Persuasion |
The main target here is Persuasion proficiency. |
| Noble | History Persuasion |
Here, Persuasion proficiency is the main goal due to high Charisma. |
Leveling Progression - Levels 1-12
Level 1 Sorcerer
The Sorcerer plays a pivotal role in this build:
- Constitution Saving Throw proficiency
Shadow Blade spell with
Booming Blade cantrip.- Access to metamagic
- and a few other goodies
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
| Cantrips | Description |
|---|---|
| The most important cantrip from the Sorcerer. | |
| If you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during rolls. Be careful as cancelling it near the target might engage in combat. | |
| You can use this one to move enemies together before combat. This can then be utilized to make some ridiculous combos. | |
| Any | Take any cantrip that you find relevant |
Spells
| Spells | Description |
|---|---|
| Be sure to get this one, as it will be valuable for maximizing the survivability of the build from normal weapon attacks. | |
| Any | Take any utility spells like |
Subclass
I leave this up to you, there are two main choices in my opinion:
| Subclass | Description |
|---|---|
| I would take this choice specifically for one of the ancestries - |
|
| This subclass does get 2 interesting features. The first one is |
Abilities
Now, let's take a look at the abilities of the Shadow Bardadin build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
| Ability | Value | Description |
|---|---|---|
Strength |
8 | Not that relevant, you can either increase it with |
![]() |
16 (15+1) | One of the core abilities gives Armour Class, Initiative. This will be the main weapon stat if you don't use |
Constitution |
14 | The Constitution will help with maintaining spell concentration and improving the HP pool. |
Intelligence |
8 | This will not be relevant for the build |
Wisdom |
10 | Just enough to remove the negative modifier for Wisdom. |
Charisma |
17 (15+2) | The main ability that plays a big role in the spellcasting part of the build and dialogue checks. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier, and these are Charisma-related.
- Deception
- Intimidation
- Persuasion
Level 2
The second level unlocks a few important features:
| Actions | Description |
|---|---|
| Spend Spell Slots to gain Sorcery Points. Once you get some more metamagic options, you could sacrifice spell slots to cast two spells in one turn or increase your range. | |
| Spend Sorcery Points to unlock a Spell Slot. You could create a higher-tier spell slot to increase the damage over what you can at the current level |
Spells
Take any spell, they have minimal impact at this level
Metamagic
| Metamagic | Description |
|---|---|
| Spells that only target 1 creature can target an additional creature. Later on, you can use this to apply Haste on two allies or a Command spell to disable two targets. | |
| This is especially useful if you will cast spells with short durations like |
Level 3
This is where we get the most important spell to make this build work.
Spells
| Spells | Description |
|---|---|
| Once every long rest, cast this spell at either a level 3 or level 5 spell slot. This allows it to scale, resulting in 4d8 damage with the highest tier. |
Metamagic
| Passives | Description |
|---|---|
| By consuming 3 Sorcery points, a spell can be cast using a bonus action instead of action points. You can cast two damage spells, one after another. Or cast a control spell followed by an offensive one. This opens up a lot of possibilities to combine various spells. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| The utility spell that you picked at level 1-2 | Gives a significant mobility boost, in case you are not able to reach targets. |
Level 4 - Bard Lv 1
It's important that you multiclass into Bard, which is accessible via this button in the level-up screen:

Class
| Overview | |
|---|---|
Bard |
|
| Features | |
| An iconic bard feature that can improve damage, dialogue dice rolls, and saving throws. | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
Take any of the cantrips; the core ones were already covered with Sorcerer.
Light might be useful on some occasions, but otherwise it does not matter much.
Spells
Take mainly utility spells here, as the important ones will be available on higher levels
| Spell | Description |
|---|---|
| Although you are not a healer, this does give an option to raise a |
|
| Will boost the movement speed by 3m. This is a huge bonus and will allow you to get better positions when in combat. You can also activate it on all party members when not in combat, after a long rest! | |
| Utility spell, that can be used during exploration. | |
| Any | Again, one more slot that you can use to take something like |
Starting Instrument
As this is a fun feature, pick the one that you like the best! There are no combat advantages to picking a different one.
Abilities
Take the additional proficiency in either Dexterity or Charisma-related skills:
- Sleight of Hand
- Acrobatics
- Intimidation
- Persuasion
- Performance
- Persuasion
Level 5 - Bard Lv 2
The level-up gives some welcome improvements for your Bard.
| Feature | Description |
|---|---|
| This will improve your chances of success when doing various dice rolls that you are not proficient in. It's not huge, but it will help out during the game. |
We gain a very good utility action to gain additional HP restoration and an action reset:
| Action | Description |
|---|---|
| Unique action to Bards. It acts as a third short rest. This is especially useful for Warlocks, as they will gain even more spell slots during the day. |
Spells
I have covered most of the important level 1 spells, that the build needs. In case you need help:
| Spells | Description |
|---|---|
| It can be used to throw enemies from the ledges. |
Replace Spell
Nothing to replace
Level 6 - Bard Lv 3
The build reached a very special moment - subclass. It will give some sweet actions that make the Bard much more powerful.
Spells
| Spells | Description |
|---|---|
| If playing on Honor Mode, this spell is mandatory. It can save your group from many problems and overcome ability checks where you are not proficient. Otherwise, you can do without it, but I would still recommend that someone in your group have it. |
Subclass
| Overview | |
|---|---|
College of Swords |
|
| Features | |
| Attack up to 2 enemies at once. | |
| Attack up to 2 enemies at once. | |
| Attack defensively, increasing your Armour Class by 4 if you hit. | |
| Attack defensively, increasing your Armour Class by 4 if you hit. | |
| Thrust your weapon with enough force to push your target back 6m. Afterward, you can teleport to the target. | |
| Shoot a target with enough force to push it back 6m. Afterwards, you can teleport to the target. | |
| Medium Armour proficiency | You can now wear medium armors, which offer better protection for the early game |
Fighting Style
| Fighting Style | Description |
|---|---|
| This gives additional damage with |
Abilities
You can select 2 skills in which you become an expert. I would recommend something, that you want to ensure the Bardadin cannot fail. For example, due to high Charisma bonuses, dialogue-related ones are great. Choose two out of these:
- Deception
- Intimidation
- Performance
- Persuasion
I would also not forget Sleight of Hand. If you are the only one doing lockpicking, this will ensure some irritating fails and wasted time.
Replace Spell
Nothing to replace
Level 7 - Bard Lv 4
Level 4 brings a new feat, slightly improving the bard's capabilities
Cantrips
Any cantrip, doesn't matter which one you pick
Spells
| Spells | Description |
|---|---|
| The spell is very useful and will be a very powerful option with |
Feat
So you have a few options now, depending on what weapon you use:
| Feat | Description |
|---|---|
| Gives a huge boost to damage, especially on |
Level 5
This level is a big one. First, we obtain level 3 spells, which are okay. However, we get awesome class features:
| Feature | Description |
|---|---|
| Greatly improves your damage output throughout the day as you can use flourishes more often. | |
| The bonus gained from Bardic Inspiration increases to +1d8, this will give a higher damage bonus for Flourishes. |
Spells
| Spell | Description |
|---|---|
| Get this spell as soon as possible. It is amazing! You can cast various types of elements, but most importantly, it can put enemies to sleep without HP limitations. So this is the perfect crowd control option. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| The spell is one of the best control options in the game, enabling to disable a wide area of NPCs. |
Level 9 - Bard Lv 6
This is a huge improvement to the build.
| Feature | Description |
|---|---|
| You can now attack two times and this can be done together with Flourishes. So you can easily hit 4 enemies in one turn, without Haste or Elixir of Bloodlust. |
We also get additional action, that can freely be used before combat:
| Action | Description |
|---|---|
| You and any allies within 9m have an advantage on Saving Throws against being Charmed or Frightened. Did not use much during the playthrough. |
Spells
| Spells | Description |
|---|---|
| Very powerful spell, that makes targets |
Replace Spells
Nothing to replace unless you need something.
Optional - Elixir of Hill Giant Strength
There is a trick early in Act 1 after you reach the first settlement -
Druid's Grove. There, you can stock up on some really powerful potions for Acts 1 and 2 -
Elixir of Hill Giant Strength.
What does it do? It increases the Strength to 21 until a Long rest. More or less, this negates any need to have an investment in Strength ability. This is somewhat gimmicky, however, if you are interested, here is a guide on how to farm Elixir of Hill Giant Strength.
Later, in the game, you have an option to obtain
Gauntlets of Frost Giant Strength, which will not require you to use elixirs and set strength to 23.
Level 10 - Paladin Lv 1
Now, the multiclass into Paladin
Class
| Overview | |
|---|---|
Paladin |
|
| Features | |
| Use your blessed touch to heal a creature or cure it of all diseases and poisons. | |
| Gain Advantage on Attack Rolls against celestials, fiends, and undead. | |
Channel Oath Charges |
You gain the ability to channel the power contained in your Paladin Oath, which you can use to fuel certain actions. |
Subclass
Here you can pick any of the subclasses. I do think the Vengeance provides the best features for this 2 level dip, followed by Oath of the Crown:
| Overview | |
|---|---|
Oath of Vengeance |
|
| Features | |
| Gives a radiant boost to damage. This costs only a bonus action, so it is a good choice, for minimal negative impact on Damage per turn. | |
| The oath revolves around revenge, where someone was wronged, and you have to clear the score. | |
Level 11 - Paladin Lv 2
At Level 2, Paladin gets the most famous feature. Moreover, we obtain 2 level 1 spell slots.
| Actions | Description |
|---|---|
| This Paladin-specific feature gives +2d8 Radiant Damage and an additional 1d8 against undead and fiends. it expends a spell slot if hits. Using higher-level spell slots deals more damage. |
Fighting Style
Now, with our Bardadin build, you can go with this:
| Style | Description |
|---|---|
| Gain +1 to Armour Class, especially valuable if you are dual-wielding, as you cannot wear a shield. |
Prepared Spells
Paladin level 1 spells are okay. They do not provide any crazy tactics but can work in some situations. Here are my recommendations for what is good to have in your arsenal
| Spell | Description |
|---|---|
| Mandatory pick. This spell can ensure that enemies lay on the ground, stay still, or come to you to be attacked via opportunity attacks and your |
To be honest, anything else is optional, and is just there for flavor:
| Spell | Description |
|---|---|
| A smite alternative that deals Thunder damage and can make the enemy prone. I would use it in case you have a free bonus action that you do not plan on using. Otherwise, use normal Smite. | |
| Gives +2 Armour Class as long as you can maintain concentration. Lasts until a long rest. | |
| Although it uses a concentration slot, it can be great for a bit of bonus damage. It only costs a bonus action. | |
| Another Smite option that can frighten enemies, leaving them stuck in place and with various disadvantages. |
Level 12 - Sorcerer Lv 4
The last level of the build
Cantrips
Take any of the cantrips, at this stage it does not matter much
Spells
| Spell | Description |
|---|---|
| My recommendation, for improved survivability, when you can precast it before combat. |
Feat
So you have a few options now, depending on what weapon you use:
| Feat | Description |
|---|---|
| Ability Improvement - +2 Charisma | My go-to pick for higher spell success chance and improved damage via |
| Ability Improvement - +2 Dexterity | Another option that would improve the Armour Class and initiative. |
| Improves initiative and avoids the |
|
| Indirectly allows gaining one more attack via reaction, if an ally is close. |
That's it, the build is done!
Maximizing Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Charisma
This is the main spellcasting ability, but it will also play a role in weapon damage via
Arcane Synergy.
- 17 Charisma - the base for character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Feat 1 - Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
- Act 3 - Mirror of Loss - Patriar's Memory - +1 Charisma if did not take Auntie Ethel Hair.
This results in 22 Charisma, so it is a good modifier of +6.
Potions, Elixirs, and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| The attack roll bonus is pretty good, which improves your chances of hitting. | |
| Helps with attack and damage rolls. | |
| An easy way to restore level 1-2 spell slots. These are mainly used for |
|
| Fully restores all spell slots, making it a very powerful consumable without needing a long rest. | |
| It can be used in two ways - the first one is to enter combat with a |
|
| Gives |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| This plays a major role in maximizing your weapon effectiveness until you obtain |
|
| Gives an additional level 3 spell slot, especially useful when you see that none of them are available for one more encounter before a long rest. | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
|
| Provides bonus damage of 1d4 and some other good bonuses. | |
| Boosts attack rolls by 1d4; this is a good boost to increase the likelihood of landing attacks. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | It's an easy way to ensure you land critical hits, especially good with |
|
| Base | It can help to kill an enemy faster if it is left with a few HP. | |
| Base | Excellent way to deal additional damage with reaction, early and mid game. | |
| Base | Decreases enemy ability score. | |
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | It can be used to maximize the effectiveness of charisma-based skills, especially those relevant to the main character. | |
| Elite | Potent spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | It can be used to save yourself from a deadly spell. | |
| Elite | Allows for freely casting a spell without resource limitation. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Shadow Bardadin Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
As I covered in the earlier part of the build, go for these before level 9:
- Standard Bardadin build with two-handed swords
- Swords Bard Archer with ranged weapons
So no gear recommendations for this Act :)
Act 2 - mid-game
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The obvious core weapon | |
| A good stat stick that you can use in the off-hand. Before you unlock Paladin, you will not have proficiency in it, so use it as a stat stick. | ||
| Shield | Excellent shield with immunity to critical hits and a debuff on enemies via |
|
Ranged |
The bonus initiative still plays a major role | |
| Allows casting |
||
Head |
The best helmet for this build that allows to quickly build up |
|
| Alternative headwear to activate |
||
Cloak |
Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
Armor |
One of the best-looking armours, and great options for maximizing spell concentration. You will obtain either of these depending on the Act 2 major decision regarding Nightsong. | |
| In terms of damage potential, this is the best armour option as it will add more damage to |
||
| Excellent medium armor that has full scaling from Dexterity ability modifier. | ||
Gloves |
Solid gloves for damage boost. | |
| Alternative to |
||
Boots |
The best boot choice for moving on any kind of terrain. | |
| Avoids |
||
| Gives +1 Armour Class, which is a significant survivability boost. | ||
| - | Boots from Act 1 are still perfect. | |
Amulet |
Continues to be the best amulet in terms of damage boost. | |
| Excellent pick with |
||
| Excellent amulet that can help in tight situations when you are |
||
Rings |
The best ring in terms of direct damage improvement. Use |
|
| These rings serve the same purpose and give a slight damage boost. The main difference is that |
||
| Defensive ring for a slight armour class boost. |
Act 3 - Final Build setup
Standard setup
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The one and only weapon option for this build. Use a level 5 spell slot to summon the highest damage with |
|
Melee (Off-Handed) |
One of the best off-hand stat stick weapons, which has Scarlet Remittance effect for stacking Spell Save DC and damage. | |
| Slightly boosts weapon damage, best used as a stat stick. | ||
| A very powerful shield that enables critical attack immunity. | ||
| Has one of the highest armour class values, and provides useful special actions against attacking enemies. | ||
Ranged |
Easy initiative source, to go early. | |
Head |
The straight-up best headwear for stacking |
|
| Alternative headwear, in case the other one is not available. If wearing this, do not use |
||
Cloak |
Improves chances of avoiding attacks from enemies, in turn activating |
|
| As you will be constantly applying |
||
Armor |
In terms of defensive capabilities, this is the best armour pick. | |
| If you have an archer, this armour is the best pick to apply |
||
| In terms of pure damage, this is the best pick, but it greatly diminishes your Armour Class. | ||
Gloves |
The best gloves pick, which sets strength to 23, making this the main stat for |
|
| Another glove alternative with a solid damage and attack roll boost. | ||
| Alternative to |
||
Boots |
These are the best boot choices in the game, allowing you to safely walk on most of the dangerous surfaces. | |
Amulet |
Gives a direct damage boost when healed. Just pop a healing potion before combat and enjoy a slight boost. | |
| Boosts health pool and improves concentration on spells. | ||
| Excellent amulet to counteract the |
||
| - | Previous Acts amulets | |
Rings |
The best ring in terms of direct damage improvement. Use |
|
| Either use this ring or rely on |
||
| These rings serve the same purpose and give a slight damage boost. The main difference is that |
||
Grit Setup
This option allows for one more attack during the turn with a bonus action. Of course, it requires you to have 50% HP so that
Helmet of Grit would be activated.
| Slot | Item | Description |
|---|---|---|
Melee (One-Handed) |
The one and only weapon option for this build. Use a level 5 spell slot to summon the highest damage with |
|
Melee (Off-Handed) |
Gives a |
|
Head |
Provides additional bonus action, which only appears when you have HP below 50%. Use this together with |
|
Amulet |
This amulet is mandatory for the setup to maximize the chances of your survival. You can also do a respec and dump all constitution for other abilities like Wisdom. |
Build Mechanics
In this section, I would like to dive deep into how to play the Crow Paladin Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Getting Sorcery Points
The build can use Sorcery points for various mechanics, like metamagic and
Eyes of the Dark: Darkness (if you are a shadow sorcerer). With 4 levels of sorcerer, this is pretty limited. You can work around this by using
Create Sorcery Points and consuming spell slots.
Spell slots are used to fuel
Divine Smite and cast spells, so they are quite important. So, using all of them is quite expensive for Sorcery Points. However, there are 2 items in particular which give free spell slots:
Pearl of Power Amulet - restores up to a level 3 spell slot, so 3 sorcery points
Spellcrux Amulet - allows restoring up to a level 6 spell slot, but
Create Sorcery Points only works max on a level 5 spell slot.
So with these, you can get 8 Sorcery points every long rest, which is substantial and can help you use something like
Metamagic: Quickened Spell multiple times per long rest.
Of course, you can go crazy and use
Potion of Angelic Reprieve, which allows you to restore level 1-2 spell slots, where you can end up with 20 or even more sorcery points. However, I think this is overkill and avoid this mechanic.
Using metmagic
One of the core mechanics that sorcerers have and get an edge on other casters is Metamagic. The first actions are obtained at level 2, and you get more and more as you level up. Here are a few that I recommend:
Metamagic: Quickened Spell - allows casting spells with bonus action, which is an extremely powerful option for Nova rounds, or just inflicting damage and control on the same turn. As a spellsword build, you can even skip
Band of the Mystic Scoundrel for bonus action casting.
Metamagic: Extended Spell - some control spells like
Command and
Hypnotic Pattern have short durations. By using this option, you can double it, making the control effect linger longer.
Metamagic: Twinned Spell - if the spell is a single target, it can now affect two targets -
Haste,
Command level 1, etc.
The main problem is that these require Sorcer Points, which are limited. As I covered, there are ways to get them via
Create Sorcery Points mechanic.
Effectively using Divine Smites
The key aspect of any build that involves at least 2 levels of Paladin is
Divine Smite. It is one of the coolest actions, punishing your targets with a ray of light. To use it effectively, there are a few tips that I have.
First, update your reactions and make sure the
Divine Smite has a reaction on critical hit and asks you to use it:

This way, you will not waste your time with unnecessary pop-ups and can use it when needed. For example, using a critical hit
Divine Smite on a weak foe with a few HP will feel like a waste. However, you still might want to use it on the boss even if it has few HP to finish them off.
If you want to use the normal smite, just activate it from the quick bar by selecting the
Divine Smite action. Or set it also as a reaction "Ask", but it might get irritating with all the popups. Try playing, and decide based on your experience.
Overall, critical hits are extremely important for these attacks as the large number of dice rolls gets doubled and gets rerolled with
Savage Attacker. That is why I recommend
Killer's Sweetheart,
Luck of the Far Realms, and spells like
Hold Person.
Another option, if you want, a big nova damage, is to use one of the special smites -
Blinding Smite,
Thunderous Smite, and use
Divine Smite as a reaction on the same attack. This can deal huge damage, but burns through spell slots very fast. I only recommend this if
Great Weapon Master: Bonus Attack has not activated.
As I mentioned, other types of smites -
Thunderous Smite,
Searing Smite, come with unique effects and can apply various effects like
Blinded,
Frightened, etc. Generally, I do not recommend using them if you have
Great Weapon Master: All In, as your bonus action is a very valuable source of damage.
Maximum Psychic Damage
So this build relies on the particular weapon -
Shadow Blade, which you summon by casting
Shadow Blade spell. The cool thing about it is that it starts at 2d8 damage and level 5 spell slot scales to 4d8. This is the biggest damage for any kind of weapon, and this is just a one-hander.
Now it can get even crazier. There is a special item that can double psychic damage -
Resonance Stone. The item is found in the late part of Act 2 in the illithid colony -
Resonance Stone.
And it can even get more powerful. Generally, critical hits are random, but with spells like
Hold Person/
Hold Monster, these can be guaranteed. So you can deal 150+ damage per hit without some preparation, making many Act 3 encounters a breeze.
Playing as spellsword
The main playstyle that this build employs is attacking with weapon, while wearing
Helmet of Arcane Acuity and expending your action points. This is used to stack
Arcane Acuity, which improves Spell Save DC, making it more likely that your spells land. Of course, if you are using
Gloves of Battlemage's Power, the same also applies.
Next, either with
Metamagic: Quickened Spell or
Band of the Mystic Scoundrel, you can use a bonus action to cast control spells to have a very high chance (in some cases 100%) to disable foes with -
Hold Person,
Fear,
Hypnotic Pattern, and many more. This can usually guarantee an auto win as enemies are standing still helplessly for your group to obliterate them.
Late Game Combat
As the build starts from level 9, I will straight jump to late-game combat:
- The first goal is to build up
Arcane Acuity. Use
Booming Blade attack and later follow up with
Slashing Flourish (Melee) if you see two enemies standing close, this will double total damage. - Once you have at least 8 stacks of
Arcane Acuity, you can cast control spells -
Hypnotic Pattern,
Hold Person,
Fear, etc. Be sure to stock up on
Scroll of Hold Monster against bosses. Cast them using a bonus action via
Metamagic: Quickened Spell or later
Band of the Mystic Scoundrel. - Have
Resonance Stone equipped for double damage. - For more damage, land
Divine Smite, especially on critical hits.
Inquisitor's Might is an excellent boost for additional damage, especially if you do not plan on using spellcasting during this turn, or can precast it
Build Variations
Here are some variations that work similarly and utilise the same classes at their core.
| Setup | Description |
|---|---|
Bardadin Build:
|
The standard Bardadin build, which uses the standard Two Handed or dual-wielding weapons. It has a smoother progression, higher-level spell slots, but does forgo some of the dynamic capabilities of metamagic. |
Conclusion
Thank you for reading the Shadow Blade Bardadin Build for Baldur's Gate 3. This is a powerful variation of the Swords Bard build that utilises the almighty
Shadow Blade for ridiculous amounts of psychic damage. You also enjoy the full spectrum of spellsword features.
Cheers!
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Half-Orc
Wood Half-Elf
Wood Elf
Zariel Tiefling
Gnome
Sorcerer
Spell Slots
Strength
Constitution
Intelligence
Wisdom
Charisma
Bard
College of Swords
Paladin
Channel Oath Charges
Oath of Vengeance
Melee (One-Handed)
Ranged
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
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