Lockadin - Paladin Warlock Multiclass Build

Lockadin - Paladin Warlock Multiclass Build - Baldur's Gate 3 (BG3)

By zanuffas
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In this post, I will go through the Best Lockadin build - a Paladin Warlock multiclass. By some, it is also called Padlock. It is the strongest synergy for Paladin giving access to 3 attacks per action point, short-rest resetting spell slots, single-attribute distribution, and cool spells.

Lockadin - Paladin Warlock Multiclass Build

The build is intended for Tactician and Balanced difficulties only. Stacking Extra Attack icon passive feature bg3Extra Attack​ and Deepened Pact icon passive feature bg3Deepened Pact​ does not work on Honour Mode.

The main aspect is that you multiclass two very powerful and popular classes into one. Paladin is a charismatic frontline with auras and magic. Its highlight is Divine Smite icon action bg3Divine Smite​ action. Another aspect is unique auras that give various buffs to you and the party. This is already powerful by itself, but let's take a look at the next class.

Warlock is a caster but also can be a frontliner. The main attractiveness is its Pact of the BladePact of the Blade​ giving the ability to use Charisma as the main attack modifier instead of Strength of Dexterity. From level 5 Deepened PactDeepened Pact​ gives an additional attack per action point. Another aspect is additional spells like Hunger of Hadar icon action bg3Hunger of Hadar​ giving full control of the battlefield. Warlock's spell slots also restore on short rest, but this is not a major point in my opinion.

So by merging these classes, we get:

  • Concentrate on one attribute point - Charisma instead of two for damage.
  • Three attacks per action point thanks to Extra AttackExtra Attack​ and Deepened PactDeepened Pact.
  • Additional crowd control spells and spell slots that restore each short rest.

With correct setups like Haste icon action bg3Haste, Elixir of Bloodlust, Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In, etc. you will be able to do 8+ attacks per turn. This will leave any enemy dead that you put on your sights in one turn:

Let's go!

Leveling Overview

This is a short overview and progression of the Paladin Warlock multiclass build. A more detailed description with texts, suggestions, and improvements can be found in the next sections

Lockadin build Leveling Overview Expand
Level Class Choice
1 Paladin 1 STR 16 (14+2), DEX 10, CON 14, INT 8, WIS 10, CHA 16 (15+1)
Skills: Athletics, Intimidation, Persuasion
Subclass: Oath of the Ancients
2 Paladin 2 Fighting Style: Great Weapon Fighting icon passive feature bg3Great Weapon Fighting
3 Paladin 3 -
4 Paladin 4 Feat: Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In​ or Ability Improvement +2 Strength
5 Paladin 5 -
6 Warlock 1 Cantrips: Eldritch Blast icon action bg3Eldritch Blast, Friends icon action bg3Friends
Subclass: The Fiend
Spells: Armour of Agathys icon action bg3Armour of Agathys, Hex icon action bg3Hex
7 Warlock 2 Spells: Protection from Evil and Good icon action bg3Protection from Evil and Good
Eldritch Invocations: Agonising Blast icon passive feature bg3Agonising Blast, Devil's Sight icon passive feature bg3Devil's Sight
8 Warlock 3 (respec abilities) STR 8, DEX 16 (15+1), CON 14, INT 8, WIS 10, CHA 17 (15+2)
Spells: Darkness icon action bg3Darkness
9 Warlock 4 Cantrips: Mage Hand icon action bg3Mage Hand
Spells: Hold Person icon action bg3Hold Person
Feat: Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In​ or Ability Improvement +2 Strength
10 Warlock 5 Spells: Hunger of Hadar icon action bg3Hunger of Hadar
Replace Spell: Protection from Evil and Good icon action bg3Protection from Evil and Good​ -> Counterspell icon action bg3Counterspell
Eldritch Invocations: Fiendish Vigour icon passive feature bg3Fiendish Vigour​ or Repelling Blast icon passive feature bg3Repelling Blast
11 Paladin 6 -
12 Paladin 7 -

Starting the Game - Level 1

We start with the early game. I would go into what are the best Races, Abilities, and Skills for Lockadin. Some of these choices are impactful as you cannot respec them.

Progression Options

The one downside for the Paladin Warlock build is that it fully comes online at level 10. This is when you get access to 3 attacks per action. This leaves you most of the game stranded with a few choices on how to reach the desired outcomes. The goal is to have triple attacks at level 10. Let me share some progression options:

Progression Pros Cons
  1. Paladin 10
  2. Respec - 5 Paladin/5 Warlock
  3. Paladin 7
You will be enjoying most of the Paladin class benefits early - Extra AttackExtra Attack, auras, and divine smite. After respec, you will fully play as a Lockadin. This choice is also perfect if you need a frontliner in your group. Playing as a pure Paladin may not be what you came for, and you get to enjoy the Warlock part only from level 10.
  1. Warlock 10
  2. Respec - 5 Paladin/5 Warlock
  3. Paladin 7
Here you will be playing as Warlock for most of Acts 1 and 2. This is a perfect choice if you need a caster in your group. Moreover, based on your subclass choice you will get access to some really powerful spells at level 5. Again, you will play only as a Warlock, and access Divine Smites, the coolest-looking actions fairly late in the game.
  1. Paladin 5
  2. Warlock 3
  3. Respec abilities
  4. Warlock 5
  5. Paladin 7
You get access to Extra AttackExtra Attack​ at level 5. From level 8, you get Warlock Deepened PactDeepened Pact​ and can concentrate on Charisma. This lets you get some benefit of Warlock at level 8. I would say Levels 8-9 are somewhat dead levels as you do not get any huge damage benefits. You also do not access Paladin auras for quite some time.

I would recommend going with the third option 5 Paladin followed by 5 Warlock. Why? I assume you want to enjoy the game as this awesome multiclass build and waiting for it until level 10, may be disappointing. It is not the optimal choice, but enjoyable. So the build progression will assume you are going with this.

The first and second options are optimal, and much more powerful. If you decide to go with either of them you can follow any Warlock builds or any Paladin Builds until level 10. After that, respec and follow the progression of the build I recommend below.

Races

Picking a race provides various benefits - abilities, dialogue options, looks, etc. Because Paladin gets Heavy Armor proficiency you have many more options on what to choose.

If you are having difficulties choosing, pick whatever you prefer regarding looks or roleplay. "The perfect race pick" is important if you are eager to min-max.
Race Features Description
Half-Orc Baldur's Gate 3Half-Orc
  • Darkvision icon passive feature bg3Darkvision
  • Relentless Endurance icon passive feature bg3Relentless Endurance
  • Savage Attacks icon passive feature bg3Savage Attacks
Half-Orcs shine as Lockadins. They can resurrect in case they die and get an additional die roll on a critical hit. This gives a big damage boost if you are using something like Polearm or Greataxe.
Tiefling Baldur's Gate 3Zariel Tiefling
  • Darkvision icon passive feature bg3Darkvision
  • Hellish Resistance icon passive feature bg3Hellish Resistance
  • Thaumaturgy - gain Advantage on Intimidation and Performance Checks.
Zariel Tiefling comes with fire resistance and Thaumaturgy for better dialogue rolls. They also have additional smites, but I do not think they are important.
halfling bg3Halfling
  • Halfling Luck icon passive feature bg3Halfling Luck
  • Brave icon passive feature bg3Brave
This race has a unique effect where they can reroll dice that roll 1. This results in better damage and dialogue success.
Drow Baldur's Gate 3Drow Get elven-like bonuses of Fey Ancestry. But we are also interested in the Darkness spell that gives an advantage against enemies without Dakrvision.
Half-Elf Baldur's Gate 3Wood Half-Elf
  • Fleet of Foot - your base walking speed is 10.5 meters.
  • Darkvision icon passive feature bg3Darkvision
  • Civil Militia icon passive feature bg3Civil Militia
  • Fey Ancestry icon passive feature bg3Fey Ancestry
What makes these special is their increased moving distance. I think this is valuable as once you start taking out enemies one by one with Smites, this will prove advantageous. Overall the same applies to Wood Elf.

Class

Overview
paladin Baldur's Gate 3Paladin
Features
Lay on Hands icon action bg3Lay on Hands Use your blessed touch to heal a creature or cure it of all diseases and poisons. 
Divine Sense icon action bg3Divine Sense Gain Advantage on Attack Rolls against celestials, fiends, and undead.
ico_classRes_channelOath Baldur's Gate 3Channel Oath Charges You gain the ability to channel the power contained in your Paladin Oath, which you can use to fuel certain actions.

Subclass

In total Paladin has 4 subclasses. 3 can be chosen in the creation screen and the last one, once you break an Oath. What are my recommendations? Here is a short overview:

Subclass Description
oath of devotion bg3Oath of Devotion A righteous Paladin who protects the weak and helps those in need. Its spells and actions rely on helping allies and resisting various effects. I would say it is the weakest one as you do not increase your or your party's capabilities in any way.
oath of ancients bg3Oath of the Ancients Protectors of light and good. They have much better options for healing and protecting allies, moving around the battlefield. the Aura of Warding at level 7 reduces spell damage by half. This is the sturdiest option, perfect if you want to get this "tank" and frontliner feeling.
oath of vengeance bg3Oath of Vengeance Fight the Evil forces of the world. A much more aggressive option that gives bonus damage to you and allies. Moreover, actions like Vow of Enmity, are perfect for relentlessly hunting a single prey. However, their level 7 feature is somewhat disappointing.
oathbreaker bg3Oathbreaker Requires you to break Oath from the 3 subclasses. Very aggressive playstyle as at level 7 you can boost damage based on the charisma modifier. Because with this build we go all in Charisma, Oathbreaker's Aura of Hate stacks with Pact of the BladePact of the Blade​ bonus and can easily reach high bonuses. This also does not limit your roleplay and you can take any decisions you prefer
For the build, I will go with  Oathbreaker, but start as the Oath of the Ancients. Then in the first area, you can break the Oath. Especially in the early game, this will be a very powerful choice thanks to the Spiteful Suffering icon action bg3Spiteful Suffering. Of course, the build works with other subclasses, but it's just my preferred aggressive option.
Overview
oath of the ancients paladin bg3Oath of the Ancients
Features
Healing Radiance icon action bg3Healing Radiance Gives an opportunity and an option to heal everyone using bonus action. I would say it is quite useful early on.
Oath of the Ancients TenetsOath of the Ancients Tenets These are the rules that you should not break so that the Oath of the Ancients subclass would be active.

Abilities

Now let's take a look at the abilities of the Paladin/Warlock build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses. I will give two options here, first start with:

Starting game attributes

Ability Value Description
strengthproficient_ability Baldur's Gate 3Strength 16 (14+2) Because we start as a Paladin, strength is our main weapon damage modifier. It will give bonus damage and allow succeeding saving throws.
dexterityDexterity 10 Dexterity is a debatable stat. Because Lockadin uses Heavy Armor, we do not need much (as it does not give bonuses to Armor Class). However, we also do not want to have low initiative and be last, when you may get knocked out. So you can either go with 10, or 12 and take 2 points from Wisdom.
constitution bg3Constitution 14 Important stat for any build gives bonus HP and improves the success of Constitution Saving Throws, which ensures your Concentration spells don't break.
intelligenceIntelligence 8 Not an important stat for us
wisdomWisdom 10 We get 10, to not get any negative modifier for Wisdom Saving Throws, as a lot of spells target it.
charismaCharisma 16 (15+1) The main ability of Lockadin, once we get Deepened PactDeepened Pact with Warlock Lv 5. Before that, it is only a modifier for casting spells. As I recommended before you could go with lower Charisma and boost Strength until reaching Warlock Lv 3.

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:

  • Athletics
  • Persuasion
  • Intimidation

Leveling Progression 2-12

Here is the detailed progression for the build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get the feel for the class you can start picking your options

Level 2

At this level, you will have left the tutorial area and access Level 2 Paladin. You can now break the Oath and access Oathbreaker.

Overview
oathbreaker bg3Oathbreaker
Features
Spiteful Suffering icon action bg3Spiteful Suffering Deadly ability that is perfect for high HP enemies, where you will fight them a few turns.

It gets the most famous action - Divine Smite. Moreover, we obtain 2 level 1 spell slots, that will mostly be used by this action.

Actions Description
Divine Smite icon action bg3Divine Smite 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

Here you can pick a style that fits your weapon usage or playstyle:

Style Description
Defence icon passive feature bg3Defence Gives +1 Armour Class which results in a decent increase in survivability. I would say this is a better pick, as Great Weapon Fighting icon passive feature bg3Great Weapon Fighting​ damage bonuses are negligible.
Great Weapon FightingGreat Weapon Fighting When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once.

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
Thunderous Smite icon action bg3Thunderous Smite A smite alternative that deals Thunder damage and can make 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.
Shield of Faith icon action bg3Shield of Faith Gives +2 Armour Class as long as you can maintain concentration. Lasts until a long rest.
Command icon action bg3Command Can command the creature to drop a weapon, run away, come close, etc. It can be useful in some encounters, especially against low Wisdom enemies.

For other slots pick what you want.

Optional Elixir of Hill Giant Strength

Well, 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 the rest of the game - Elixir of Hill Giant Strength.

What do they do? They increase the Strength to 21 until a Long rest. More or less this negates any need to have strength investments if you plan to use them. This is somewhat gimmicky, however, if you are interested here is a guide on how to farm Elixir of Hill Giant Strength.

This is only useful until you get Warlock Lv 3 with Pact of the Blade icon passive feature bg3Pact of the Blade, after that Charisma will become the main ability for damage.

So here is the setup once you get these Elixirs and decide to use them. Remember to respec, to get the full utility:

Ability Value Description
strengthproficient_ability Baldur's Gate 3Strength 8 The potion will raise the strength to 21, meaning that we do not need this ability.
dexterityDexterity 14 Again, this is a debatable stat. It will not give the Paladin any Armour Class bonus, but the initiative bonus will be higher. You could also go for 10 or 12, and put those points into Wisdom.
constitution bg3Constitution 16(15+1) Important stat for any build gives bonus HP and improves the success of Constitution Saving Throws, which ensures your Concentration spells don't break.
intelligenceIntelligence 8 Not an important stat for us
wisdomWisdom 10 We get 10, to not get any negative modifier for Wisdom Saving Throws, as there are many of them.
charismaCharisma 17(15+2) The main ability for spellcasting, and dialogue checks. You can now more or less control the outcome of most encounters where you can use Persuasion, Intimidation, etc. This assumes you will be using Auntie Ethel's Hair for +1 Charisma, to round it to 18. However, if you will not use it on the character, then leave the ability at 16, and put two points you get into Wisdom.

Level 3

We continue leveling Paladin. Level 3, brings some great things both for class and subclass. First the class benefits:

Feature Description
Divine HealthDivine Health Prevents diseases from affecting the Paladin.

And now some cool things from the subclass:

Action Description
Control Undead icon action bg3Control Undead By using Channel Oath Charge you can take control of Undead. This is very powerful as the undead follows you until Long Rest
Dreadful Aspect icon action bg3Dreadful Aspect An area of effect ability that Frightens enemies. Although it does not deal damage, imagine getting 5 enemies frightened and they are not able to move and have a disadvantage on attack rolls. This is a very powerful spell

And this is not all. We also get bonus spells from our subclass.

Spells Description
Hellish Rebuke icon action bg3Hellish Rebuke Use reaction to cast a fire spell. It is good in early levels, but later on, best to save the spell slots for Divine Smite
Inflict Wounds icon action bg3Inflict Wounds Similar to Hellish Rebuke, it is a good melee spell early one, however, at later levels it is best to save spell slots for Divine Smite.

Level 4

Finally, our Lockadin build will get the second Feat. In addition, another Lay on Hands Charge is unlocked, for more healing spells.

Feat

Now, I think there are two main options that you can go with the Paladin/Warlock build.

Feat Description
ico_features Baldur's Gate 3Ability Improvement The best choice at this stage is +2 Strength. This will improve Paladin's damage for now. Once you reach level 8, you will do a respec, and take a different allocation.
Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In This is the strongest feat if you are using two-handed weapons. First, it gives a bonus attack using a bonus action if you kill an enemy or land a critical hit. Second, it gives a big 10 damage boost, that comes with a -5 penalty to attack rolls. This is problematic in the early game but can be overcome in various ways. I recommend checking my guide on Attack Roll Increase, to get ideas on how to mitigate it.

Level 5

Finally, level 2 spells are unlocked, new Oath spells and we get the Paladin class feature - Extra Attack.

Feature Description
Extra AttackExtra Attack Can make an additional free attack after making an unarmed or weapon attack.

Oathbreaker bonus spells are very good for Level 5:

Spell Description
Crown of Madness icon action bg3Crown of Madness Drives the target crazy and makes them attack the nearest person. To be honest I did not use it much, as the Concentration slot would be taken by other options.
Darkness icon action bg3Darkness This is an extremely valuable spell to have. For now, without Warlock, it may not be as useful as you need a special dark vision against magical darkness.

Prepared Spells

As level 2 spells are unlocked here are some considerations to include in your build:

Spell Description
Lesser Restoration icon action bg3Lesser Restoration Can heal disease, poison, paralysis, and some other negative effects. Not mandatory, but good to have if the situation arises.
Magic Weapon icon action bg3Magic Weapon This spell can empower your weapons with bonus damage rolls and attack rolls. The higher the spell slot you use the bigger the bonus. Another thing is that the bonus may seem low, but it will greatly boost your success on hitting while having Great Weapon Master active.

Level 6 - Warlock Lv 1

Now we take the first step to multiclassing. We take Warlock and concentrate on it until level 7. What matters is that we unlocked Smites that will be effective together with Warlock spell slots.

Class

Overview
warlock Baldur's Gate 3Warlock
Features
ico_mini_spellSlot_warlock Baldur's Gate 3Warlock Spell Slots These spell slots can be used to cast spells and refill each Short Rest.

Cantrips

Cantrip Description
Eldritch Blast icon action bg3Eldritch Blast At first, it may not seem super strong, but this will change at higher levels. It can increase its damage with Charisma and knockback enemies. From level 5 you can release two of them.
Friends icon action bg3Friends 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. Hell, it is good for everyone.

Subclass

The best bet would be to pair Paladin with these subclasses:

Subclass Description
the great old one warlock bg3The Great Old One Can apply Frighten on enemies that you Critical Hit - Mortal ReminderMortal Reminder. Nearby creatures must also pass Wisdom Saving Throw. It gives some debilitating spells, but the good ones are at a high level which we will not reach.
fiend warlock bg3The Fiend Allows you to gain Temporary health points for each enemy that you kill - Dark One's BlessingDark One's Blessing. This can be helpful as it improves survivability. Another thing is that this subclass comes with powerful fire spells like fireballs, which are hard to pass.

As you can guess my pick is:

Overview
warlock_fiend Baldur's Gate 3The Fiend
Features
Dark One's BlessingDark One's Blessing When you reduce a hostile creature to 0 hit points, this gift from your patron grants you temporary hit points

Spells

We can pick two level 1 spells. Here are my recommendations:

Spell Description
Armour of Agathys icon action bg3Armour of Agathys This spell will lead you through most of the game. It gives you temporary HP (it does not stack with Dark One's BlessingDark One's Blessing) and deals cold damage to attackers.
Hex icon action bg3Hex At the expense of Bonus Action, you will gain an additional 1d6 necrotic damage with each hit. Don't forget you will also weaken enemy abilities.

Another good spell is Command icon action bg3Command. However, you will have it already from the Paladin class.

Level 7 - Warlock Lv 2

The second level unlocks another spell slot, which will lead us to this Lockadin build. We also get new Eldritch Invocations

Spells

I think anything works for a spell, just be sure not to pick the same ones as Paladin's. Overall, none of the spells matter here at this stage of the build.

Eldritch Invocations

And now we get to the sweet stuff of level 2 warlocks. You can choose your first two Eldritch Invocations. We want to empower Eldritch Blast icon action bg3Eldritch Blast​ as it will be our go-to action for long-ranged attacks

Invocation Description
Devil's SightDevil's Sight I recommend taking this one if you are heavily using the Darkness spell. The invocation allows us to see both in natural and magical dark places, it is an upgrade to DarkvisionDarkvision. Moreover, it is a mandatory choice if you do not have any DarkvisionDarkvision.
Agonising Blast icon passive feature bg3Agonising Blast Improves damage of Eldritch Blast icon action bg3Eldritch Blast​ per each ray.
Repelling BlastRepelling Blast Eldritch Blast icon action bg3Eldritch Blast​ now knocks back. This is very powerful as you can throw enemies from ledges.

Level 8 - Warlock Lv 3

Level 3 Warlock unlocks a level 2 for spell slots, allowing you to cast stronger spells. Moreover, we get Pact of the BladePact of the Blade​ which gives a melee damage increase based on our Charisma. We no longer need maximum strength.

So this requires a respec in Camp. More or less leave everything the same and you will need to change your ability point allocation and the level 4 Feat.

Before respeccing be sure to fix your Oathbreaker. Go to the Paladin in camp and restore it. Then you can respec. After this is done you can break the Oath again.

Abilities

The allocation leaves one stranded ability point, which I used in Wisdom

Ability Value Description
strengthproficient_ability Baldur's Gate 3Strength 8 Dumping strength as it will be replaced by Charisma due to Pact of the Blade icon passive feature bg3Pact of the Blade.
dexterityDexterity 16 (15+1) Keeping Dexterity will allow wearing Medium armor to the maximum effectiveness. Later you may want to equip a particular light armor  Bhaalist Armour icon bg3Bhaalist Armour, for a huge damage boost.
constitution bg3Constitution 14 Important stat for any build gives bonus HP and improves the success of Constitution Saving Throws, which ensures your Concentration spells don't break.
intelligenceIntelligence 8 Not an important stat for us
wisdomWisdom 10 After respeccing this will ensure that Lockadin can effectively resist enemy spells
charismaCharisma 17 (15+2) During respec we maximize Charisma as it will determine spell damage, weapon damage, aura effectiveness, and ability rolls for dialogues. This also assumes that you will use Auntie Ethel's Hair from Act 1 for +1, or Mirror of Loss for +3 in Act 3, this way it will result in an even number for an additional bonus.

Feats

When respecing you will be able to select a feat again:

Feat Description
ico_features Baldur's Gate 3Ability Improvement The best choice at this stage is +2 Charisma. This will improve almost all aspects of the build - roleplay, damage, attack succession, etc.

Spells and Replace Spell

Specifically for the Lockadin build, there are not many important spells here. The main reason is that each spell used wastes Divine Smites.

Spell Description
Mirror Image icon action bg3Mirror Image This spell does not use a concentration slot and gives a substantial boost to the armour class
Darkness icon action bg3Darkness With it, you can cover an area and use it as a defensive ground to attack enemies who can barely see you. Only take this if your race or party members cannot cast it. It's best to save casting spell slots during combat

Pact Boon

A gift from your patron that will give unique actions and effects. As we are doing a melee build there is only one choice for us:

Pact Boon Description
Pact of the BladePact of the Blade Bind a weapon to the Lockadin and make the wielder proficient in it. Moreover, get a Charisma modifier bonus for weapon damage.

Level 9 - Warlock Lv 4

We finally unlock the first Feat for the Paladin/Warlock build. It will be a huge improvement in the melee capabilities especially as we are using two-handed weapons

Cantrips

At level 4 Warlock we can choose one additional Cantrip with the Fiend subclass. Pick one:

Cantrip Description
Mage Hand icon action bg3Mage Hand Create a hand that can manipulate objects. Can be used for solving puzzles, shoving enemies from ledges, or throwing items.
Minor Illusion icon action bg3Minor Illusion If using it from stealth you could group enemies before you activate something like Darkness or Hunger of Hadar (next-level spell)

Spells and Replace Spell

In terms of spells, I would recommend these options. Nothing special here, but the next level will give some very good choices.

Spell Description
Misty Step icon action bg3Misty Step Could be a viable option if your subclass is Oath of Devotion or Oathbreaker. Otherwise, you will get it as a subclass spell
Hold Person icon action bg3Hold Person Could be used to Hold an enemy to deal critical hits on the next attacks. I recommend using this if you have Potion of Speed or Haste on you. Oath of Vengeance gets this spell at level 5 Paladin

Regarding spell replacement, you could take out the ones you do not use.

Feat

Finally, we reached our second Feat. There are multiple choices that you can take. It depends on the weapon you use.

Feat Description
Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In This is a very powerful feat. First, we get an additional weapon attack if kill an enemy or land a critical hit. Second, we can sacrifice a -5 attack roll and gain 10 weapon damage. Overall this makes the Two-Handed weapon usage much stronger.
Savage AttackerSavage Attacker If you are not going with Two-Handed weapons this can be a good choice. It rerolls damage dice rolls, in theory increasing your average damage. Because the build uses Smites, there are a lot of Dice Rolls, that make this reroll worth it.

Level 10 - Warlock Lv 5

Level 5 Warlock unlocks great things. First, you get the additional spell. Next, you unlock level 3 spell slots, so all your spells will now be upcast. And last but not least you unlock another Eldritch Invocation. Oh and I almost forgot the biggest thing - Deepened PactDeepened Pact

Feature Description
Deepened PactDeepened Pact You now do an extra attack with your weapon hits. resulting in two weapon hits each turn. Together with an Extra AttackExtra Attack from Paladin on level 10, it will be 3 weapon attacks each turn.

Spells and Replace Spell

So the first level 3 spells are here, and they are powerful. You can get better Crowd Control and more damage. There are multiple good spells, but I would recommend first taking Hunger of Hadar

Spell Description
Hunger of Hadar icon action bg3Hunger of Hadar The scariest spell you can use - probably the whole game. Use it to cover enemies and force them to move out of the fog. This will damage them, and you can wait for them outside to hit with melee weapons or use Eldritch Blast icon action bg3Eldritch Blast​ to bash them while they are blind.

For replacement, I would remove the previously chosen spells that you do not use and get:

Spell Description
Counterspell icon action bg3Counterspell A defensive spell that can counter almost any spell that foe casts. Even if you don't use it often, it is good to have it as it will notify you of what enemies are casting and let you decide the next steps.
Remove Curse icon action bg3Remove Curse Will be useful in a few places in Act 3. If you do not care about Counterspell (as another party member has it), then take this one for utility.

Eldritch Invocations

We unlock another Eldritch Invocation. Moreover, a few new ones appear. Here are my picks:

Invocation Description
Fiendish VigourFiendish Vigour Get additional temporary hit points. The spell can be cast without using spell slots. May not be as potent, because you already have Armour of Agathys spell. But this one does not use a spell slot, making it somewhat more cost-efficient.

Level 11 - Paladin lv 6

We are back to leveling Paladin and do this until the end of the game and we get some sweet actions right off the bat:

Action Description
Aura of Protection icon action bg3Aura of Protection You and nearby allies gain a bonus to Saving Throws equal to your Charisma modifier. This will make you an extremely sturdy frontliner.

Level 12 - Paladin Lv 7

This is another milestone for the subclass where you unlock another aura. Moreover, Lockadin Build is finished and we unlock one last thing:

Feature Description
Aura of Hate icon action bg3Aura of Hate This aura gives bonus damage based on the charisma modifier if attacking with weapons. That is huge and results in at least 5-7 bonus damage based on your Charisma.

We also get an additional level 2 spell slot for more smiting.

Illithid Powers

This is a special mechanic in Baldur's Gate 3, that allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:

Base Illithid Powers

Order Illithid Power Description
1 favourable beginnings bg3Favourable Beginnings Very useful power to take as it does not have any costs, and provides only benefits on the first hits.
2 luck of the far realms bg3Luck of the Far Realms Guarantees a critical hit, a very powerful action to have.
3 transfuse health bg3Transfuse Health Taking only for progression, to unlock the next power.
4 perilous stakes bg3Perilous Stakes This can be extremely powerful if used correctly. Target a boss or other stronger enemy and delete them in one turn with your party.
5 concentrated blast bg3Concentrated Blast Taking only for progression, to unlock the next power.
6 cull the weak bg3Cull the Weak Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death.
7 shield of thralls bg3Shield of Thralls Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health.

Elite Illithid Powers

These become unlocked later in the game as you progress. They are extremely powerful additions to the build.

Order Illithid Power Description
1 freecast bg3Freecast Removes any cost of spell slots or charges, allowing you to cast some very powerful spells in case you cannot do that, or want to save Smite slots.

General Tips

Now I would like to cover some general tips on how to play Lockadin Build. It is an extremely powerful subclass with a few things.

Auntie Ethel's Hair and Mirror of Loss

During your playthrough you will have two major points in the game, where you can increase the ability points in this case - Charisma:

  1. Ability Improvement +2 Charisma
  2. Act 1 - Auntie Ethel's Hair, by sparing her life and getting her hair. This can be used to increase Charisma by 1. This is the reason why we leave it at 17 so that in Act 1 we could have it at 18 (or 20 with Feat)
  3. Mirror of Loss. This also provides bonus ability points based on your decisions. It gives +2 to Charisma, but with specific choices, this can be +3. Overall, you should be able to reach 22 easily.

Use Eldritch Blast for Knockbacks

The Paladin Warlock multiclass build has access to the most powerful cantrip in the game - Eldritch BlastEldritch Blast. We also took Eldritch Invocations and improved it further. With this in mind, there is no real reason to use something like a ranged weapon

eldritch blast description bg3

But you should not use it too much. It is best used for knockbacks. Your best use of action points are attacks with Divine Smites and they will deal substantially more damage. So Eldritch Blast should only be used when enemies are close to Chasms.

Managing Great Weapon Master

One of the more important feats of the build is Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In. It gives a flat damage boost at the cost of decreased attack rolls. Generally, it is best to take this later in the game at level 8+, when you have higher attack bonuses and better gear.

However, if you can effectively use it at level 4, you will be able to easily kill most of the enemies you encounter, especially as it is easy to die in Act 1. So if you are up for putting in additional effort the benefits are immense. Here are the main ways to increase your attack rolls:

  • Bless icon action bg3Bless​ from Cleric or Paladin, for a 1d4 bonus.
  • Spells like Faerie Fire icon action bg3Faerie Fire, and Blindness icon action bg3Blindness​ give an advantage to attackers.
  • Oil of Accuracy or Diluted Oil of Sharpness, for 1 and 2 attack roll bonus.
  • Gloves of the Growling Underdog icon bg3Gloves of the Growling Underdog - can be obtained in Goblin Camp, and gives an advantage for attack rolls.
  • Svartlebee's Woundseeker icon bg3Svartlebee's Woundseeker - early game greatsword that you can get before engaging in any of the major battles of Act 1.

Now, if you want more in-depth information, I have a guide covering how to increase attack rolls, which lists a lot of options and combinations. You can then pick the bonuses based on your party setup.

Short Rest after you expend spell slots

One of the advantages of the Warlock multiclass is that you will get two spell slots that reset every short rest. This is not much compared to doing something like Sorcadin, but it can be utilized quite well.

So when in combat, and you are using Divine Smite confirm which spell slot will be utilized. For simple encounters, you will probably want to use Warlock Spell slots. However, for boss fights or bigger fights, use all of them.

For this reason, having Bard is beneficial as it extends the Paladin Warlock build to be efficient for more encounters, and further improves the total spell slot amount. Of course, in the late game, this may not be a problem as you will have a ton of camp supplies to Long Rest.

Polearms vs other Two-Handed

One of the decisions that you will make with this build is what weapons you will use. I recommend two-handed ones, but there are a ton of them. So I would like to highlight a few:

  • Polearm-type weapons - Spears, halberds, Glaives, and Pikes have longer reach but deal 1d10 base damage. They also have a unique feat Polearm Mastery. It gives a unique action of hitting with other side of the weapon using a Bonus action. It's not much, but can be used to activate weapon effects.
  • Greataxe - these are heavy hitters, having 1d12 damage. They are perfect for builds that want to use critical hits as the additional dice roll will be 1d12. if you are taking Half-Orc these weapons are perfect, as the additional dice roll will be 1d12
  • Greatswords and Mauls - deal 2d6 damage, and are perfect for normal attacks, where you do not concentrate on critical chance.

Bind Pact Weapon

This has happened many times for me, where I am in the middle of combat and forgot to bind my weapon after Long Rest. Just a reminder, after each Long Rest, remember to reapply buffs like Bind Pact Weapon or Longstrider.

bind pact weapon description bg3

Hunger of Hadar

This, Warlock level 5 spell is extremely powerful. It can be used to confuse enemies, waste their action points, and blind them. Moreover, the more time they spend on it, the more damage they will receive during this period.

The good thing is that you can stand outside with your Lockadin and wait for them to come. Once they appear, bash them with your weapon or push them away with Eldritch Blast icon action bg3Eldritch Blast. However, as Lockding has a low amount of spell slots, evaluate if it's worth using the spell. Because it could be used for a Smite and instantly kill a normal enemy.

Equipment Recommendations

Now I would like to go through some gear recommendations to maximize the Paladin Warlock multiclass build. Items are especially important as they take the build to the next level thanks to their unique effects.

Act 1

Slot Item Description
melee slot bg3Melee (Two-Handed) Unseen Menace icon bg3Unseen Menace Solid choice as it increases the critical chance and provides an advantage on attack rolls.
Svartlebee's Woundseeker icon bg3Svartlebee's Woundseeker One of the top Act 1 Greatswords. If you manage to get it, I recommend using Great Weapon Master: All In icon passive feature bg3Great Weapon Master: All In​ feat.
Sword of Justice icon bg3Sword of Justice A very good choice, has +1 Enchantment but most importantly it can use a spell that gives +2 Armour Class. Fighters don't use the Concentration slot for anything else, so the Tyr's Protection is the perfect choice.
Everburn Blade icon bg3Everburn Blade This sword is worth it until you reach Druid's Grove, there it is much better to buy items with +1 Enchantment like Greataxe +1 icon bg3Greataxe +1 or Greatsword +1 icon bg3Greatsword +1 as they give a better chance of landing attacks and minimal damage decrease.
ranged slot bg3Ranged Bow of Awareness icon bg3Bow of Awareness The higher initiative bonus will allow you to start your turn earlier.
Hand Crossbow +1 icon bg3Hand Crossbow +1 Equipping two of these will allow you to attack with off-hand. This is important as you may not have use for Bonus Action. However, for dedicated ranged weapons check the options above. And it becomes useless once you get Great Weapon Master.
helmet slot bg3Head Diadem of Arcane Synergy icon bg3Diadem of Arcane Synergy The best option that will lead you through the game. Be sure to use Divine Smite on the first attack, to activate Arcane Synergy.
Grymskull Helm icon bg3Grymskull Helm Gives resistance to critical hits and allows the use of Hunter's Mark, for additional single-target damage.
Haste Helm icon bg3Haste Helm Provides increased speed at the start of the combat.
cloak slot bg3Cloak The Deathstalker Mantle icon bg3The Deathstalker Mantle The only option in Act 1 that is okay, is by providing once-per-turn invisibility.
armor slot bg3Armor Adamantine Scale Mail icon bg3Adamantine Scale Mail Another powerful armour from Grymforge, that is best worn with 14 Dexterity, to get Bonus Armour Class, making it equal to Heavy Armour.
Adamantine Splint Armour icon bg3Adamantine Splint Armour Very powerful armor in Act 1, that is perfect for frontliner and if you have 12 Dexterity or lower.
Chain Mail +1 icon bg3Chain Mail +1 A good Heavy armor that is available early in the game.
Githyanki Half Plate icon bg3Githyanki Half Plate This can be equipped when starting the game by taking it from Lae'zel. Very solid option with a high Armour Class.
gloves slot bg3Gloves Gloves of the Growling Underdog icon bg3Gloves of the Growling Underdog As a frontliner, it will be easy to get surrounded by two enemies, so the ensured advantage is very valuable.
Luminous Gloves icon bg3Luminous Gloves These gloves may be used by your cleric. If not, you can equip them together with Luminous Armour  icon bg3Luminous Armour to apply tons of Radiating Orbs. They will reduce the effectiveness of enemy attack rolls.
boots slot bg3Boots Disintegrating Night Walkers icon bg3Disintegrating Night Walkers Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. These boots can last till Act 3, as walking on icy surfaces can be deadly for melee build. The item removes this problem.
Vital Conduit Boots icon bg3Vital Conduit Boots As you may cast some spells with concentration these boots will give bonus survivability via temporary hitpoints.
amulet slot bg3Amulet Broodmother's Revenge icon bg3Broodmother's Revenge This is a very powerful amulet, that will lead you through most of the game, the 1d6 bonus damage is very good.
Pearl of Power Amulet icon bg3Pearl of Power Amulet Restores up to level 3 spell slot, this means that you can use it after a combat encounter to have an additional spell slot for Divine Smite.
ring slot bg3Rings Caustic Band icon bg3Caustic Band Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive.
Strange Conduit Ring icon bg3Strange Conduit Ring It's easy to activate it as you can concentrate on multiple spells in your arsenal, which will result in bonus psychic damage.
Ring of Protection icon bg3Ring of Protection Gives defensive bonuses to Armour Class and Saving Throws.
Ring of Absolute Force icon bg3Ring of Absolute Force Bonus thunder damage to thunder spells.

Act 2 - mid-game

Act 2 changes the landscape and there will be a lot of dark areas. For Lockadin build, specifically two-handed this whole Act will be filled with various spears, glaives, and halberds, that top one another with various bonuses and unique actions. Feel free to try them out and fully enjoy their benefits.

Slot Item Description
melee slot bg3Melee (Two-Handed) Shar's Spear of Evening icon bg3Shar's Spear of Evening One of the best weapons in the game. You will get it late in Act 2, but it can be a solid choice until you get the endgame weapons or Nyrulna icon bg3Nyrulna. It is an alternative version of Selûne's Spear of Night icon bg3Selûne's Spear of Night
Selûne's Spear of Night icon bg3Selûne's Spear of Night Very powerful option as it can buff allies with 1d4 damage, and create difficult terrain. It is an alternative version to Shar's Spear of Evening icon bg3Shar's Spear of Evening.
Moonlight Glaive icon bg3Moonlight Glaive Has a passive light effect, making it effective with Callous Glow Ring icon bg3Callous Glow Ring. Moreover, it gets bonus radiant damage and unique attack actions.
Halberd of Vigilance icon bg3Halberd of Vigilance A good choice for Act 2 and can be used till Act 3. Besides its unique benefits, it comes with bonus 1d4 force damage and not many enemies can resist it.
Drakethroat Glaive icon bg3Drakethroat Glaive You can imbue a weapon with any element 1d4 damage and gain a +1 to attack rolls. You can get the bonus elemental damage on any weapon. For example, drop another weapon on the ground, cast the spell with this glaive, and equip the said weapon. This is a very powerful combo, although it may be a bug.
ranged slot bg3Ranged bow of awareness bg3 The higher initiative bonus will allow you to start your turn earlier.
helmet slot bg3Head Diadem of Arcane Synergy icon bg3Diadem of Arcane Synergy The best option that will lead you through the game. Be sure to use Divine Smite on the first attack, to activate Arcane Synergy.
cloak slot bg3Cloak Cloak of Protection icon bg3Cloak of Protection Improves survivability and Saving Throw success.
Fleshmelter Cloak icon bg3Fleshmelter Cloak Reflect 1d4 acid damage if somebody hits you in melee range.
armor slot bg3Armor Dwarven Splintmail icon bg3Dwarven Splintmail Truly a solid heavy armor option for a frontline. It also increases the Constitution for higher HP.
Yuan-ti Scale Mail icon bg3Yuan-ti Scale Mail This armor is strange and very useful for the build. With it, you are not limited to a +2 Armour Class bonus from Dexterity. So you could start using it once you have the Warlock subclass at level 3.
gloves slot bg3Gloves Gloves of the Automaton icon bg3Gloves of the Automaton Similar to the option below, these provide an Advantage on attacks but require Bonus Action to activate the effect. It would be best if you did that before combat starts. Once you get Risky Ring  icon bg3Risky Ring, drop them.
Gloves of the Growling Underdog icon bg3Gloves of the Growling Underdog These gloves are mandatory at least until you get Risky Ring  icon bg3Risky Ring or if you do not use Great Weapon Master feat yet.
Flawed Helldusk Gloves icon bg3Flawed Helldusk Gloves Provides bonus fire damage, however, only use it once you get Risky Ring  icon bg3Risky Ring.
Dark Justiciar Gauntlets icon bg3Dark Justiciar Gauntlets A solid option as it gives a bonus 1d4 necrotic damage. But only use it after you get Risky Ring  icon bg3Risky Ring.
boots slot bg3Boots Evasive Shoes icon bg3Evasive Shoes Bonus armor class for higher survivability.
Disintegrating Night Walkers icon bg3Disintegrating Night Walkers The boots are still a good option in Act 2.
amulet slot bg3Amulet Broodmother's Revenge icon bg3Broodmother's Revenge Still, the best amulet as it provides a substantial damage boost if healed - a cleric can do this easily.
Surgeon's Subjugation Amulet icon bg3Surgeon's Subjugation Amulet Not a perfect amulet, but could be useful once you have Risky Ring  icon bg3Risky Ring and other options are taken
Spell Savant Amulet icon bg3Spell Savant Amulet Gain an additional level 2 spell slot for more Smites.
ring slot bg3Rings Killer's Sweetheart icon bg3Killer's Sweetheart Allows dealing guaranteed critical hit per long rest. After this, you can just unequip it. Moreover, it can change an attack that misses and turns it into critical.
Risky Ring  icon bg3Risky Ring Provides an Advantage on attack rolls. This is a mandatory ring as it will both guarantee more hits and a higher chance of critical hits.
Callous Glow Ring icon bg3Callous Glow Ring The bonus damage can easily stack from multiple sources. For example paladin base attack + Divine Smite.
Caustic Band icon bg3Caustic Band 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial.
Eversight Ring  icon bg3Eversight Ring Makes you immune to being blinded, which can be detrimental in some encounters.

Act 3 - Final Build setup

This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.

Act 3 gives so many different items, that the build can be changed multiple times as you explore it. For example, you could go with Nyrulna icon bg3Nyrulna + Bhaalist Armour icon bg3Bhaalist Armour for very strong damage, but sacrificing armor class. This is the biggest damage improvement for the Lockadin build,

On the other hand, you can pick Balduran's Giantslayer icon bg3Balduran's Giantslayer and take armor like Helldusk Armour icon bg3Helldusk Armour or Armour of Persistence icon bg3Armour of Persistence to play a more survivability role. So definitely try out different combinations to find the sweet spot for your playstyle.

Moreover, spears from Act 2 - Selûne's Spear of Night icon bg3Selûne's Spear of Night and especially Shar's Spear of Evening icon bg3Shar's Spear of Evening are good weapons.

Slot Item Description
melee slot bg3Melee (Two-Handed) Shar's Spear of Evening icon bg3Shar's Spear of Evening The weapon's effectiveness comes if you will use Bhaalist Armour icon bg3Bhaalist Armour. When attacking obscured enemies, the bonus damage rider will also double in damage.
Nyrulna icon bg3Nyrulna This weapon can also be used as two-handed, albeit its base damage is not as high. It can be a perfect choice until you obtain the top ones. However, if you choose to use Bhaalist Armour icon bg3Bhaalist Armour this can be the best performer on this build.
Silver Sword of the Astral Plane icon bg3Silver Sword of the Astral Plane A good choice, specifically for Githyanki due to bonus damage and resistance. Otherwise, it falls short of other options.
Balduran's Giantslayer icon bg3Balduran's Giantslayer Very strong weapon, and the strongest two-hander. The only downside is that it requires you to use Elixir of Cloud Giant Strength or Gauntlets of Frost Giant Strength icon bg3Gauntlets of Frost Giant Strength to get the highest damage boost. Without high strength, this sword does not perform as well as other options.
Hellbeard Halberd icon bg3Hellbeard Halberd This gives a bonus of 6 poison damage per hit, which is very high, making it a strong top weapon contender.
ranged slot bg3Ranged The Dead Shot icon bg3The Dead Shot
(BiS)
The best bow for crit fishing builds as it increases the critical chance.
helmet slot bg3Head Diadem of Arcane Synergy icon bg3Diadem of Arcane Synergy
(BiS)
The best option, in terms of damage. However, this requires inflicting conditions, like negative status effects, etc.
Sarevok's Horned Helmet icon bg3Sarevok's Horned Helmet Alternative in case, you want something else. Increases critical chance, which can make your smites do crazy amounts of damage.
cloak slot bg3Cloak Cloak of Displacement icon bg3Cloak of Displacement
(BiS)
Improves the chances of attacks missing the wearer until getting hit for that turn.
armor slot bg3Armor Armour of Persistence icon bg3Armour of Persistence A solid defensive choice, that comes with damage reduction cantrip effects.
Bhaalist Armour icon bg3Bhaalist Armour
(BiS)
The best armor for maximum damage. This is light armor, so you should be maximizing your Dexterity and have it at least at 16, to get a good Armour Class. Together with Nyrulna icon bg3Nyrulna or Shar's Spear of Evening icon bg3Shar's Spear of Evening, you can deal frightening amounts of damage due to the Aura Of Murder icon passive feature bg3Aura Of Murder​ effect. However, it may be unobtainable based on your choices in the game.
Armour of Agility icon bg3Armour of Agility The armor does not limit the Dexterity bonus to AC and improves your saving throws.
Helldusk Armour icon bg3Helldusk Armour This armor has the highest armor class in the game. Moreover, it grants flying and burns enemies in flames when they attack you.
gloves slot bg3Gloves Legacy of the Masters icon bg3Legacy of the Masters
(BiS)
The best gloves for melee attacks with improved attack rolls and damage.
Helldusk Gloves icon bg3Helldusk Gloves Gives a solid bonus of 1d6 fire damage on hit, and provides a fire spell with Strength as a casting ability!
Gauntlets of Frost Giant Strength icon bg3Gauntlets of Frost Giant Strength These gloves can be used to permanently increase Strength. This means you no longer need Elixir of Hill Giant Strength. Moreover, you can gimp on strength and leave it at 8. Use those attribute points on Dexterity or Wisdom.
boots slot bg3Boots Helldusk Boots icon bg3Helldusk Boots
(BiS)
Allows avaoiding failed Saving Throws, and uses reaction to change the outcome. Moreover, provides bonus actions for mobility and damage.
Boots of Persistence icon bg3Boots of Persistence Gives a huge boost to mobility and avoids difficult terrain.
amulet slot bg3Amulet Broodmother's Revenge icon bg3Broodmother's Revenge
(BiS)
The amulet still pulls strong even in the late game.
Amulet of Greater Health icon bg3Amulet of Greater Health Makes any Constitution ability investment redundant as it maximizes it to 23 points. However, this means that you will not be able to use Broodmother's Revenge icon bg3Broodmother's Revenge for a bit more damage.
Magic Amulet icon bg3Magic Amulet Gives an Advantage on attack. I would use this only if you do not have Risky Ring  icon bg3Risky Ring. Otherwise, this does not provide much use, besides Saving Throw Advantage.
ring slot bg3Rings Ring of Regeneration icon bg3Ring of Regeneration This ring can be used to activate Broodmother's Revenge icon bg3Broodmother's Revenge so that you will not forget.
Risky Ring  icon bg3Risky Ring
(BiS)
Provides an Advantage on attack rolls. This is a mandatory ring as it will both guarantee more hits and a higher chance of critical hits.
Killer's Sweetheart icon bg3Killer's Sweetheart
(BiS)
Guarantees a critical hit once per Long rest. Moreover, it can change an attack that misses and turns it into critical.
Caustic Band icon bg3Caustic Band 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. Can be equipped after Killer's Sweetheart icon bg3Killer's Sweetheart has been used

Conclusion

Thank you for reading the Lockadin build for Baldur's Gate 3. It is the best Paladin Warlock multiclass below Honour Mode. I covered how we use Pact of the BladePact of the Blade to remove any need for strength and utilize Charisma on any melee attacks or spellcasting. Moreover, I suggested some gear throughout the game to maximize the effectiveness of the build

Cheers!

Discussion

Anonymous

What are the ability points if you go warlock first instead of paladin?

I would use ability points from my Bladelock Build:
STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17

Anonymous

Do you suggest respec'ing once you get Bhaalist Armor to get more Dex? Thanks for taking the time to make this guide - it's been much appreciated.

With level 8 (or 10) respec you will already have 16 Dexterity. The maximum is 17, which will not improve your armor class.

Anonymous

Hi. I really enjoyed your article and I took one or two (or more) out of your suggestions. Thanks a lot for your time and effort. I am a little surprised there is no mention of the deva mace as a weapon recommendation. Especially with savage attacker and crit fishing it deals tons of radiant damage. Is it not good enough in your opinion because you lose HWM and + to hit or are there other reasons?

Hey, no it's not bad, its very powerful :) I just avoided it as it is clearly intended as NPC weapon. 4d8 radiant damage is the highest damage rider in the game, by a huge margin compared to other options.

Thank you for mentioning it!

Anonymous

Instead of doing respecs, would this build work if I dip strength, set dex to 16 and cha to 17 then use finesse weapons right from the start until I get pact of the blade at level 8 and then switch to using 2H weapons after? Or do I just make it harder for myself?

Yeah you can do that. Its just that best 2h weapons in act 1 - svartlebees woundseeker and unseen menace use STR. For dex you can use Phalar Aluve or Larethians Wrath and later move to the Str weps :)

Anonymous

I want to try this build in a similar way, Oathbreaker/GOA Warlock, like a Dark Death Knight Lore in Honour Mode, what would you suggest changing? 8 Levels of Paladin and 4 Warlock or 6 and 6? I'm open to any type of suggestions.

Hey, there are various suggestions. Generally, it is not as good as other Paladin multiclasses - Sorcadin and Paladin. So the popular options are:

  1. 9 Paladin/3 Warlock - I would recommend this as you get two additional level 3 spell slots. I do not think that 3rd feat is that much necessary for this type of build.

  2. 8 Paladin/4 Warlock - You will get level 2 spell slots from Warlock, but lose level 3 spell slots from Paladin. You also get third feat. This setup is good if you have Bard in the group to give additional restore for Warlock spell slots.

  3. 5 Warlock/7 Paladin - would work similar to the current build, and you would get Hunger of Hadar spell, which is really strong. However, there is no extra attack stacking.

So these builds are not considered "meta", but I would say for your roleplay any of these will work :) You could also go with Pure Paladin, as it is very strong especially after level 11 - Improved Divine Smite.

Cheers!

Anonymous

I really appreciate your reply and great ideas, I think I will be going with 5 Warlock/7 Paladin for the Hunger of Hadar and the Lv3 Warlock spells.

I hope you can reply to this one as well, for the final gear I really want to try that Bhaalist Armour + Nyrulna, but I'm a little concern for the low AC since with 16DEX +1 AC from the Fighting Style I will have 18 AC and for an Honour Mode ACT 3 IDK... What would you do for the rest of the gear? Would you sacrifice 1 of the rings or boots/gloves for the ones that give 1+ AC?

I was thinking 1 or 2 of this options:

Cloak of Protection

Ring or Protection

Gloves of Dex

Evasive Shoes

I'm open to any suggestions! I hope I'm not a pain in the ...

Hey, yeah that could be a problem, but remember lockadin will not be the only member in the group. There will be others who will freeze, paralyze or disable enemies. So first, you will be able to destroy ant strong and squishy enemies on the first turn. And your other party memebers eill disable them. So, i do not see much reason to add ac gear. Moreover, you can optimize the gear once yoy get there :)

Anonymous

I stayed at Auntie Ethel's Hair I stayed at Auntie Ethel's Hair  I chose Auntie's Ethel's Hair Strength, now I wanted to reskill, I only have 19 Charisma because of that, is it better if I make something else lower and Charisma to 20?

So you can have a Charisma maximum of 17 when respeccing, so even if you decrease any other stat, you will not be able to go above. So in your situation, I would rather leave it at 16 (put those points somewhere else like Wisdom), add 2 points from Ability Improvement and 2 from Mirror of Loss for total of 20.

Even if this is not optimal, you will still do a lot of damage as it mostly comes from multiple attacks you do.

Anonymous

Planning a new evil durge run with this build for tav. I'd like also to use Minthara as spore druid and Shadowheart as gloomstalker assassin (mainly to equip her with shar's stuff). Last party member will be Astarion.. can you give me some suggestion on the build for him? Maybe a full caster?

Thx

hmm, seems like you are going for Darkness setup? Maybe try Sorlock - 2 Warlock/10 Sorcerer setup? https://gamestegy.com/post/bg3/885/sorlock-sorcerer-warlock-build

It could help with setting up darkness, can also cast Eldritch Blast while inside it, to debuff and damage enemies. Also, if you need you will still have access to control and offensive spells :)

Okay you will not get Potent Robe so you could then do Lore Bard. This fits thematically him and there are various setups:

Lorecerer (6 bard and 6 Sorcerer) - https://gamestegy.com/post/bg3/984/sorcerer-bard-multiclass-build-lorecerer this is great as you are effective controller and can do good damage :) Also, you could get Hunger of Hadar, Darkness, or other spells to help your group.

Pure Lore Bard for support and control spells - https://gamestegy.com/post/bg3/986/lore-bard-build you can also get Darkness, Hunger of hadar. Also by getting Mass Healing Word you could buff your allies using bonus action.

Anonymous

Is it worth using Great weapons master and savage attacker, forgoing an ASI (resulting in 20 cha instead of 22)?

Hey! Without doing any math, here is what I think:

Charisma is the main ability of the build, and holds true even more, compared to other builds. Your auras, spell success, weapon damage, hit rate, almost everything depends on it.

Savage Attacker is great, but it will be the most valuable on Smites and you will use those when doing critical hits.

So I would personally go with ASI.

Anonymous

The creator of this guild needs a bullet in the head. You don't get 3 attacks. Delete this guide. It's worthless. Can't believe I tried this useless build.

Anonymous

Awww, I think somebody forgot to take their nappy time and is feewing cwanky. Seriously dude, chill out and maybe think about why it doesn't work and maybe ask questions instead of calling for someone to die. Freaking man-babies, I swear.

On Balanced and Tactician, it does work, unless you forgot to activate Blade of the Pact. It does not work on Honour Mode.

I included a notice at the top of the build with this information.

Also even without three attacks the build is not useless and is a strong Tier A contender.

Cheers!

Anonymous

I understood that Oathbreakers cannot respec. How are you respeccing at paladin lvl 10 after breaking your oath?

Hello, you can go to the Oathbreaker Paladin in camp, pay to restore your oath, and do a respec. After you are done, you can break the Oath again.

Anonymous

Okay, so it's 1000 g each time I want to respec? That hurts.

It's very easy to pickpocket money in this game from traders. But yeah the price also increases the more times you break the oath.

Anonymous

I have reached level 10 with 5 levels in paladin and 5 and 5 warlock. Currently I only have 2 attacks. Has there been a change to the game since this build was made?

Hey, there has been a change in Honour Mode. There you cannot stack these effects. However, if playing on Tactician or Lower it still works - be sure to activate Bind Pact Weapon

Anonymous

What party comp is best for this build

As this build is mainly frontliner, it would be good to have a mage - Sorcerer or Wizard. Moreover, Someone with proficiency of pickpocketing and lockpicking (sleight of hand) is useful. This will most likely be rogue, ranger or even bard.

And of course, cleric is a good option as it can provide some heals if needed but most importantly debuff and damage nemeis with Radiant Orbs and Spirit Guardians.

Anonymous

What

Anonymous

im al ittle confused

after respecing and adding charm as my bonus on weapon dmg its lower than it was with Str, using giant hill strengt elixier (+5 Bonus instead of now +3). whats the benefit from it multiclassing with warlock?

Yes, it will be lower, as Elixir of Hill Giant Strength is somewhat overpowered. But you will reach 22 Charisma by getting Auntie Ethel Hair, +2 Charisma Ability Improvement, and a Mirror of Loss bonus. However, I think you are missing a few points.

  1. High Charisma will increase your spellcasting modifier, meaning that your Auras (Aura of Protection, Aura of Hate, etc.) and spells are more effective.

  2. You have better modifiers for dialogue checks

  3. Later in the game, you may want to use Elixir of Bloodlust instead. Without Elixir of Hill Giant Strength, your strength will be low and Charisma will be used as an attack modifier.

  4. With Warlock, you get spell slots that restore on Short Rest. In addition, if you have a bard in your group you can restore those slots 3 times per long rest. Moreover, you get a higher total amount of spell slots than pure Paladin.

  5. (This only holds for Tactician and lower difficulties) - you get 3 attacks per action point at level 10. This is achieved only by a fighter who gets it at level 11. This may be changed in the future as the build outmatches almost every build in terms of damage.

So, going with this multiclass build of Warlock Paladin, you only need to invest in one main attribute - Charisma, for it to work. These elixir optimizations are just that - optimizations.

P.S. One thing, if you plan on using Balduran's Giantslayer, then going with Elixir of Hill Giant Strength or Elixir of Cloud Giant Strength is mandatory in the late game, as it gets huge damage bonuses from Strength.

Anonymous

I can't break the Oath second time. I'm in a middle of Act 1/2 and after resetting the stats I've tried to kill a couple o fNPC, like fire elemental or some guys in Druid groove. The oathbreaker is simply standing in the camp and tell same thing, after long break he doesn't show up and I dont have any reaction to npc killing.

This sounds like a bug. It would be best to report this to Larian :/

Also maybe you changed your Oath, and killing is not an Oathbreak for all of them.

Anonymous

Same Oath, and also tried different ones.

Anonymous

Thanks so much for this guide. It's fantastic, I can't wait to try it on my second run.

Do you think that in tactician mode it is too difficult to start 2 paladin 5 warlock to immediately play a hybrid class instead of 5 paladin --> warlock?

I would not say it is difficult, but this way you miss the big bump in power that Paladin 5 or Warlock 5 provides. Paladin gets Extra Attack, that doubles your damage. Warlock (specifically Fiend) get Fireball and Hunger of Hadar. Both of these spells are very powerful, and make many fights very easy.

You could also go 2 paladin -> 3 Warlock -> respec -> 5 paladin. This could be an option if you do not care about respecing, as some people try to minimize these interactions.

Anonymous

Can you share an older version of the guide?

Yeah, please join me on discord and I will provide it - https://discord.gg/ZFQUsyFtA3

Anonymous

Level 10 - 3 attacks from getting Extra Attack from Deepened Pact.

Don't extra attacks from multiple classes not stack? That's what it says in the hyper-link.

Warlock's extra attack is separate from Ranger, Fighter, Paladin, etc. So they do stack.

Anonymous

Awesome. So excited to try it out, thank you.

Yeah it's the best multiclass for Paladin, so expect some big numbers once you get to higher levels and get good gear :)

Anonymous

Is there a reason why you choose odd numbered stats? From what I understand, you only receive Stat bonuses when they are multiples of 2.

Hey added additional explanations to the ability selections in the build. The odd number stat for Charisma is chosen because, most likely, you will use Auntie Ethel's Hair to get +1 Charisma or Mirror of Loss in Act 3 for +3. This way it will round to an even number.

Anonymous

Thanks for the update. A lot of builds I've seen tend to have uneven stats, so it confused me.

Anonymous

For Level 6 (Warlock Lv. 4), what exactly is the damage spell that doesn’t require concentration that you recommend? It doesn’t seem to say, and it only shows the other options you recommend.

Sorry, as I was reusing a template it was copied form other post. Fixed it!

Anonymous

Could you replace the 7th level of paladin with one in Wizard just to get some versatility spells?

Definitely, of course, if you are an Oathbreaker you will lose Aura of Hate which is amazing. For other subclasses I don't think it is a problem.

However, I would raise a question, why would you need additional spells? Because each spell used would waste your action or spell slot. So you would be able to use fewer smites. Maybe there are situations where you do not have a counter?

Anonymous

I'm Curious as to what gear you would pair with This build, are there any specific items you'd want to take to really boost the builds damage output

Hey,

It depnds on which Act you are. But form the top of my head:

  • Adamantine Splint Armour (Act 1) for heavy armor

  • Doom Hammer (Act 1), perfect for bludgeoning damage.

  • Blooded Greataxe (Act 1)

  • Halberd of Vigilance (Act 2)

  • Sword of Chaos (Act 3)

These are just some items, that I can suggest. For better optimization I plan on adding gear recommendations in the future

Anonymous

Currently (as of 8/28/23) you can't make smites use warlock spell slots until you use all of your normal spell slots first. In 5e you're supposed to be able to choose, but you can't currently do that in BG3

Anonymous

I have the same problem. How it is not fixed yet ?

Anonymous

I found this on larian forum and it is seems to be the problem: The bug only persists when you have warlock spells slots and regular spells slots of the same level. Currently, when you have warlock spell slot and regular spells slot of the same level, the game forces you to use all of your regular spell slots first when casting spells outside of the warlock spell book and forces you to use all of your warlock spell slots first before regular slots when casting warlock spells

Okay I see what you mean. I was testing on warlock level 3 spell slots and paladin level 1, 2. This is the reason why I could select them.

Hey, yes you can do that. I just tested and everything works. I could choose between warlock and paladin spell slots when casting Divine Smite or any other spell

Anonymous

If you can, please show proof. It looks like it allows you to cast from the Pact Spell Slots, but after using it, you notice your other spell slots are used.

You can join the discord https://discord.gg/FCGdP7T7nd and we can talk there. I just tried it again and it works. Moreover, if this was happening by everyone, reddit and discord would be filled with chats about this bug. I think it is a local bug, that you should report to Larian

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Post author zanuffas avatar zanuffas
Gamestegy Founder. I have been writing game guides and builds for 4 years. I like to push myself to create something wonderful for the readers!