
Best Vengeance Sorcadin build - Sorcerer Paladin - Baldur's Gate 3 (BG3)
Contents
Sorcadin Build - Paladin Sorcerer Multiclass Overview
Sorcadin is a multiclass between the Sorcerer and Paladin classes. Why would you go this way? It empowers Paladin, allowing it to reach the versatility that you cannot get by going only with just a monoclass.
Sorcerer brings level 4 spell slots, unlocking higher damage potential. However, this is not all as your total number of spell slots will increase, allowing for longer combat before needing a Long Rest.
Another aspect is metamagic, which allows some neat tricks. You can use Sorcery points to utilize
Metamagic: Twinned Spell and cast a single spell on two targets. This greatly diminishes the negative aspect of sacrificing two attacks. With some items, this will even be improved further.
Sorcadin also includes the benefits of Paladin, as you can still use their spells to control, support, and heal. And of course, the most important part of all of this - sustained use of Divine Smites.
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 | Paladin 1 | Subclass: Oath of Vengeance |
| Abilities: STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
| Skills: Intimidation, Persuasion, Athletics | ||
| 2 | Paladin 2 | Fighting Style: |
| 3 | Paladin 3 | - |
| 4 | Paladin 4 | Feat: |
| 5 | Paladin 5 | - |
| 6 | Paladin 6 | - |
| 7 | Sorcerer 1 | Cantrips: |
| Spells: |
||
| Subclass: Draconic Bloodline | ||
| Dragon Ancestor: Lightning or Fire | ||
| 8 | Sorcerer 2 | Spells: |
| Metamagic: |
||
| 9 | Sorcerer 3 | Spells: |
| Metamagic: |
||
| 10 | Sorcerer 4 | Cantrips: any |
| Spells: any | ||
| Feat: |
||
| 11 | Sorcerer 5 | Spells: |
| 12 | Sorcerer 6 | Spells: |
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
| Setup | Description |
|---|---|
|
Sacrifices a level 5 spell slot, but gains the subclass feature of Paladin. The best pick for this setup is either Oath of Vengeance or Oathbreaker paladins, as they have powerful auras. |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Vengeance Sorcadin build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Because Paladin gets Heavy Armor proficiency, you have many more options for what to choose.
| Race | Features | Description |
|---|---|---|
Zariel Tiefling |
|
A very versatile race that has |
Half-Orc |
Half-Orcs shine as Paladins. 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 with a 1d10 or 1d12 damage roll. | |
Dwarf Duergar |
|
This subrace comes with an Enlarge spell, that gives bonus damage. It does not take a concentration slot, making it the perfect choice to improve damage. |
Halfling |
This race has a unique effect where they can reroll dice that roll 1. This results in better chances for critical hits, fewer missed attacks, and dialogue success. | |
Wood Half-Elf |
|
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 |
|
| 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
For the Sorcadin build, we can go with any Paladin class. Each of them provides different bonuses. For this build, I will be going with Oath of Vengeance, as I would like to stop Paladin leveling at level 6 and continue with Sorcerer after that.
| Overview | |
|---|---|
Oath of Vengeance |
|
| Features | |
| You or an ally's weapon attacks deal additional Radiant damage equal to your Charisma modifier (minimum of 1) and can Daze enemies for 2 turns. | |
| Oath of Vengeance paladins abide by the following tenets: Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it. No Mercy for the Wicked. Chasten those who dole out their villainy by wiping their blight from the world forever. |
|
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. Paladin mainly benefits from Strength and charisma-related skills.
| Background | Skills | Description |
|---|---|---|
| Soldier | Athletics Intimidation |
The most fitting option for Paladin, as you have high Charisma and Strength. |
| Charlatan | Deception Sleight of Hand |
The deception proficiency is a good choice here, however, Sleight of Hand is mostly useless as it is better handled by Bard, Ranger, or Rogue. |
| Noble | History Persuasion |
Another good choice as it fits the overall roleplaying theme. The downside is that you have low intelligence and History proficiency does not benefit much. |
| Guild Artisan | Insight Persuasion |
The persuasion proficiency makes this also a relevant choice for Sorcadin. |
Abilities
Now, let's take a look at the abilities of the Sorcadin build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- 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.
- Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma or Intelligence depending on your class.
You have two options for setting up your ability scores. I will leave it for you to decide how you want to approach:
| Abilities | Description |
|---|---|
| Strength Elixir Setup: Strength - 8 Dexterity - 16 (15+1) Constitution - 14 Intelligence - 8 Wisdom - 10 Charisma - 17 (15+2) |
This option is for those who would like to minmax the ability scores from the start. It allows you to have all the core abilities at very high values - Dexterity, Charisma, and Strength. It does limit your weapon options to Finesse for the early areas. Once you reach |
| Natural Strength: Strength - 17 (15 +2) Dexterity - 14 Constitution - 10 Intelligence - 8 Wisdom - 8 Charisma - 16 (15+1) |
This is more of a natural setup that enables you to freely use any weapon in the early parts of the game, namely |
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
Strength:
- Athletics
Charisma:
- Persuasion
- Intimidation
Leveling Progression
Here is the detailed progression for the Sorcadin 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 a feel for the class, you can start picking your options.
Level 2
By this time, you should have landed on the
Ravaged beach already.
| Action | Description |
|---|---|
| A very powerful action unique to Paladins. It will allow you to empower weapon attacks at the cost of spell slots. Use it when you need high damage to take out a foe as fast as possible or land a critical hit. Using higher-level spell slots will improve |
Fighting Style
| Style | Description |
|---|---|
| Gives +1 Armour Class, which results in a decent increase in survivability. I would say this is the only pick that has a significant impact on the build performance. |
Prepared Spells
| Spell | Description |
|---|---|
| Deals decent damage and gives use for Bonus Action early in the game, when you might not have a use yet. Also, making an enemy |
|
| Gives +2 Armour Class as long as you can maintain concentration. Lasts until a long rest. | |
| 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. | |
| An easy way to boost damage with a bonus action. |
Stocking on Strength Elixirs
Early in Act 1, after you reach the first settlement -
Druid's Grove, you can stock up on some powerful potions for Acts 1 and 2 -
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 an investment in Strength if you plan to use it till the late game. This enables using various two-handed weapons, not just Finesse ones, and maximizes combat potential in the early game.
Later, you will have an option to obtain
Gauntlets of Frost Giant Strength to increase strength by more and open up an elixir Slot.
This is pretty easy, and you can stock up on these in a few minutes. Here is a guide to stock up on Elixir of Hill Giant Strength.
Level 3
We continue levelling Paladin. Level 3 brings features both for class and subclass. First, the class benefits:
| Feature | Description |
|---|---|
| Prevents diseases from affecting the Paladin. |
In addition, you get subclass actions:
| Action | Description |
|---|---|
| Although the ability is pretty good, it has a Wisdom save, and also costs a full action. Might be worthwhile early on, but once you get |
|
| This is a pretty good Channel ability. It costs a bonus action and gives easy advantage against the enemy. You should use this on stronger foes, where you will hit them multiple times. This makes it easier to use |
In addition, we get subclass-specific spells:
| Spells | Description |
|---|---|
| Pretty expensive ability, especially as there are items that can do that - |
|
| This spell uses bonus action and enables you to slightly improve your damage with each hit. Moreover, if you can maintain concentration, the spell can be reused on the next enemy. This works until the Long Rest. |
Level 4
Level 4 brings a new feat, slightly improving the build capabilities
Feat
| Feat | Description |
|---|---|
| One of the best feats for 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, which comes with a -5 penalty to attack rolls. I recommend checking my guide on Attack Roll Increase, to get ideas on how to easily overcome this penalty. |
Level 5
Finally, level 2 spells are unlocked, new Oath spells, and you get a new and powerful class feature:
| Feature | Description |
|---|---|
| Can make an additional free attack after making an unarmed or weapon attack. |
Always ready spells:
| Spell | Description |
|---|---|
| Excellent mobility action, to enable you to reach enemies, in case movement speed does not allow. It can also be used to flee. | |
| A pretty good spell, which can help with disabling foes and landing guaranteed critical hits. To best utilise it, later in Act 3, be sure to get |
Level 2 Spells for Prepared list
As level 2 spells are unlocked, here are some considerations to include in your build:
| Spell | Description |
|---|---|
| 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 boost your success on hitting while having |
|
| Can heal disease, poison, paralysis, and some other negative effects. Not mandatory, but good to have if the situation arises. | |
| This can be a useful spell if you don't have another source of it. Still, Paladin is limited with spell slots, so I would use this sparingly or rely on Cleric for this. |
Level 6
Another important level for the build, as you will get access to an Aura.
| Feature | Description |
|---|---|
| Gives a bonus to saving throws, making Paladin an excellent option for resisting spells and maintaining concentration with spells. |
Level 7 - Lv 1 Sorcerer
Here is the first level where you will take Sorcerer. At first, it won't be much, but in a few levels, you will be able to fully unlock the spellcasting potential of the build.
You can also respec at Withers and take the first level as a Sorcerer (followed by Paladin). This gives Constitution Saving Throw proficiency, but sacrifices Heavy Armor proficiency. Personally, I would do this in Act 3, where you get better Medium Armor options, and more powerful concentration spells.
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
Taking the Sorcerer class gives some useful cantrips, especially outside of combat. Here are my recommendations:
| Cantrips | Description |
|---|---|
| The almighty cantrip for melee weapon users. It is free to use and gives a solid damage boost via Thunder Damage Rider. | |
| Can help with dialogue checks. Be careful not to cancel it near the targeted NPC, as they will attack you. | |
| It can help light an area, especially useful in Act 2. | |
| Any | The other cantrip options are not relevant. |
Spells
As a Sorcerer, we are also able to pick level 1 spells. Here are my recommendations for the first two
| Spell | Description |
|---|---|
| This is a very powerful spell that can be used with a level 1 spell. It increases your Armour Class by 5 for the turn. This means you can avoid most of the attacks, especially if you have a shield equipped. | |
| A decent utility spell to help with exploration. |
Subclass
| Overview | |
|---|---|
Draconic Bloodline |
|
| Features | |
| Not that relevant for the build | |
| Additional health bonus for a slight survivability boost. | |
Dragon Ancestor
As a Draconic Bloodline, you can choose one of the ancestors. These unlock a level 1 spell and later on, some unique effects based on the element you choose.
I see two main choices: either going with Fire-related ancestry or Lightning. This way, you can utilize Fireball or Lightning Bolt spells at level 5 Sorcerer.
- Lightning-related -
Draconic Ancestry: Blue (Lightning),
Draconic Ancestry: Bronze (Lightning) will give bonus damage with the
Lightning Bolt spell. Moreover, this is a more powerful option in terms of spellcasting, as you can double damage on
Wet enemies. - Fire-related -
Draconic Ancestry: Red (Fire),
Draconic Ancestry: Gold (Fire),
Draconic Ancestry: Brass (Fire) will give bonus damage to fire spells -
Fireball. Moreover, it provides fire resistance, a valuable attribute that is abundant throughout the game.
| Ancestry | Description |
|---|---|
| Lightning is a very powerful option, giving a significant boost to your lightning spells. |
Level 8 - Sorcerer Lv 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, we will switch it out later.
Metamagic
| Metamagic | Description |
|---|---|
| Spells that only target 1 creature can target an additional creature. This can be useful for something like |
|
| This is especially useful if you will cast spells with short durations like |
Level 9 - Sorcerer Lv 3
Spells
| Spells | Description |
|---|---|
| This spell increases your armor class by 9 points. This can then hold off three attacks, slowly draining it. This is a very powerful frontline tool. |
Replace Spell
| Remove Spell | Add Spell | Description |
|---|---|---|
| The utility spell that you picked at level 1-2 | Take this spell if you would like to use |
Metamagic
To be honest, I think there is only one passive that the Sorcerer Paladin build needs, and it will allow the creation of some very strong combos:
| Passives | Description |
|---|---|
| By consuming 3 Sorcery points, a spell can be cast using a bonus action. You can use something like |
Level 10 - Sorcerer Lv 4
Cantrips
Take any; they have minimal impact on the build now.
Spells
I think most of the level 2 spells are already obtained. You can take the one that looks the most relevant -
Enhance Ability,
Enlarge, etc.
Feat
Now this is our last Feat, and we have plenty of options to choose from based on how you plan to optimize the build.
| Feat | Description |
|---|---|
| A powerful option, especially if you decide to use |
|
| Ability Improvement - +2 Strength | For a natural strength setup, this is a great pick to further enhance the main ability. |
| Ability Improvement - +2 Charisma | This is a safe option pick, which improves both spell success chance and damage via the |
| A decent option if you want to guarantee going first in most of the game encounters. |
Level 11 - Sorcerer Lv 5
This is a big step for Sorcadin Build. A lot of good spells are unlocked, and the build enters the final stage. Let's go through how you should optimise it.
Spells
| Spell | Description |
|---|---|
| My go-to pick, especially if you went with lightning ancestry. In general, this is a very powerful spell if you have a way to apply |
|
| A fire-themed spell, offering a perfect choice for fire ancestry pick. |
See what you can do with some setup:
Replace Spell
Overall, if you use all the spells, then there is nothing to change. However, you could get
Counterspell now instead of next level, which will be extremely useful in multiple late-game encounters.
Level 12 - Sorcerer Lv 6
We reached the final level of Sorcadin build and level 6 for the Sorcerer. By taking the Sorcerer, we now get access to a level 5 spell slot. This can be used to upcast some of the spells that you have access to like
Hold Monster or
Command, for very powerful control. Moreover, we unlock new subclass features based on the draconic bloodline:
| Features | Description |
|---|---|
| When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage. | |
| When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 Sorcery point to gain Resistance to that damage type. |
Spells and Replace Spell
Now, as a last spell, there are a few good options that you can pick to further optimize the build
| Spell | Description |
|---|---|
| A very powerful spell that can disable enemy spells, specifically control ones, making it easier in the hard fights. | |
| Extremely useful control spell for disabling groups of enemies. |
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.
Strength - natural strength setup
So this ability score is quite important, and as we talked already, there are a few main ways to maximize it:
- 17 Strength - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Strength if you pick this choice.
- Feat - Ability Improvement - +2 Strength.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Act 3 - Mirror of Loss - pick +2 Strength.
This results in 24 Strength, with a +7 modifier
Charisma - if running strength elixirs
If running a strength elixir setup (later moving to
Gauntlets of Frost Giant Strength), you can allocate more points into spellcasting modifier, which helps to improve damage via
Arcane Synergy and spellcasting success.
- 17 Charisma - the base for character creation.
- Act 1 - You can take Auntie Ethel Hair for +1 Charisma. However, there is another option to get Charisma +1 later in Act 3, via Patriar's Memory. I leave this up to you.
- 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.
With all of these bonuses, you will have +5 damage via
Arcane Synergy, which is quite significant.
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's 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 Stars Lore bard Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - BiS - means best in slot item
- If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Act 1
For Act 1 you play as a standard Paladin
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
These weapons are go-to picks if you want other options, especially for more damage. You either need high strength or |
|
| An excellent weapon that can be used with both dexterity and strength. It also comes with |
||
| Similar to |
||
| +1 Weapon | Purchase any +1 weapon in |
|
Ranged |
Gives bonus initiative, allowing one to go earlier in combat. | |
| Gives easy Advantage against monstrosities, for all weapon attacks. | ||
Head |
The best option in terms of bonus damage for Act 1 and Act 2. | |
| Gives resistance to critical hits and allows the use of Hunter's Mark, for additional single-target damage. | ||
| Provides increased speed at the start of the combat. | ||
Cloak |
The only option in Act 1 that is okay, is by providing once-per-turn invisibility. Only available to Dark Urge origin. | |
Armor |
Another powerful armor from Grymforge, which is a solid contender till Act 3. | |
| This is a medium armor version, which has slightly smaller bonuses. Still, it is a viable option. | ||
| Early armor, once you get a few levels up, comes with 17 Armour Class. | ||
| This can be equipped when starting the game by taking it from Lae'zel. Perfect option with a high Armour Class. | ||
Gloves |
Gives easy advantage on attacks, making it an easy choice to counteract the effects of |
|
| One of the best picks for Natural Strength setup. This allows for maintaining high investment in Strength, Charisma, and Dexterity. | ||
| Applies the |
||
| It can be used together with |
||
Boots |
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 a melee build. The item removes this problem. | |
| Excellent boots to help move through |
||
Amulet |
If you can acquire it, this can be the best amulet option for most of the game. | |
| Excellent amulet that gives an easy vulnerability source for the main damage types. | ||
| Gives a free |
||
Rings |
The best ring for now in terms of damage boost. | |
| Bonus armour for survivability. | ||
| Improves damage on each hit. | ||
| Movement speed boost, which is especially important in some big area fights in Act 1. |
Act 2 - mid-game
Shadow Blade setup
At level 9, you can choose to get the
Shadow Blade spell via Sorcerer, and use it to obtain a very powerful weapon. Later in Act 2, you can get
Resonance Stone, which doubles the summoned weapon's psychic damage.
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
The core item of this build, that you obtain at level 8 Eldritch Knight by learning the |
|
| Can be used to apply the |
||
Melee (Off-Handed) |
Off-hand weapon option, which improves the critical rolls range and slightly improves overall weapon damage. | |
| A very powerful shield that enables critical attack immunity. | ||
| A decent shield with a good boost to initiative. |
Two Handed Setup
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
Depending on your decision on Nightsong, you will obtain one of these. The |
|
| One of the first weapons with +2 enchantment and comes with a Force damage rider. | ||
| Can be used to apply the |
Other Items
| Slot | Item | Description |
|---|---|---|
Ranged |
The higher initiative bonus will allow you to start your turn earlier. | |
| Can be used to cast Haste on yourself before combat if possible. | ||
Head |
Amazing helmet, that allows you to stack |
|
Cloak |
Improves survivability and Saving Throw success. | |
| Reflect 1d4 acid damage if somebody hits you in melee range. | ||
Armor |
A very Oathbreaker-themed armor is available in late Act 2. Feel free to use it. | |
| The medium armor gives a full dexterity armour class bonus. Moreover, the good thing is that if you use this, you can respec to Sorcerer from level 7, and enjoy Constitution Saving Throw bonuses very early, instead of waiting for Act 3 gear options. | ||
| Very good heavy armor with good stats and replaces |
||
Gloves |
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 |
|
| Provides bonus fire damage, however, only use it once you get |
||
| A solid option as it gives a bonus 1d4 necrotic damage. But only use it after you get |
||
Boots |
Bonus armor class for higher survivability. | |
| The boots are still a good option in Act 2. | ||
Amulet |
Still, the best amulet as it provides a substantial damage boost if healed - a cleric can do this easily. | |
| Not a perfect amulet, but could be useful once you have |
||
Rings |
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. | |
| 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. | ||
| The bonus damage can easily stack from multiple sources. For example paladin base attack + Divine Smite. | ||
| 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. | ||
| As you have multiple cheap spells to enable concentration, this ring is very useful for a bit more damage. |
Act 3 - Final Build setup
Shadow Blade Setup
You have the option of wearing either two weapons or
Shadow Blade + shield.
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
This continues to be your main weapon when summoned with the |
|
| Can be used to apply the |
||
Melee (Off-Handed) |
In general, this would be the best weapon, as it would give a direct damage boost to all weapon attacks and improve spell success chance. | |
| It is a solid weapon option that has |
||
| Excellent weapon choice if you can guarantee critical hits. The easiest way is via |
||
| Can add a necrotic damage rider on enemies that did not take a turn yet. | ||
Shield |
One of the best shields in the game with a stacked feature set and higher Armour Class. | |
| A mighty shield that enables critical attack immunity, greatly improving survivability. | ||
| Gives +1 Spell Save DC, for better spellcasting. |
Two-Handed setup
| Slot | Item | Description |
|---|---|---|
Melee (Two-Handed) |
The best spear in terms of pure damage with |
|
| Alternative to |
||
| This is an alternative weapon in case you do not want to use the Piercing setup. The weapon wants high strength; the build setup already maximizes its damage potential. | ||
| Githyanki's specific greatsword comes with +a 3 enchantment and special |
Other Items
| Slot | Item | Description |
|---|---|---|
Ranged |
Gives a solid boost to initiative. | |
| In terms of pure damage boost, this is the best bow, especially as you can easily guarantee critical hits via |
||
| Although this is the best bow, it is unlikely that you can use it as it is a contender for all builds. Feel free to use the ones from previous acts. | ||
Head |
(BiS) |
Amazing helmet, that allows you to stack arcane acuity for increased spell success chance. If you are okay with a bit less damage, but guaranteed spell success like Hold Person, this item is the best one. |
Cloak |
(BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. |
Armor |
One of the best armors in the game. The |
|
| This armor has the highest armor class in the game. Moreover, it grants flying and burns enemies in flames when they attack you. | ||
| A solid defensive choice, that comes with damage reduction cantrip effects. | ||
| The armor does not limit the Dexterity bonus to AC | ||
Gloves |
(BiS) |
These gloves can be used to permanently increase Strength. This means you no longer need to use |
| In terms of damage, this is one of the best options, especially if you can guarantee critical hits via |
||
| Gives fire damage boost, and improves Spell Save DC for casting. | ||
| Gives a damage and attack roll boost. | ||
Boots |
(BiS) |
Allows avoiding failed Saving Throws, and uses a reaction to change the outcome. Moreover, provides bonus actions for mobility and damage. |
| Gives various immunities to terrain-based effects. | ||
| Gives a huge boost to mobility and avoids difficult terrain. | ||
Amulet |
(BiS) |
The amulet still pulls strong even in the late game. |
| Makes any Constitution ability investment redundant as it maximizes it to 23 points. However, this means that you also sacrifice an amulet slot for something that could be more offensive. | ||
Rings |
(BiS) |
This is a powerful ring for Sorcadin build as it allows casting enchantment and illusion spells with Bonus Action. These include Hold Person and other Crowd Control options, so be sure to utilize this together with Metamagic. |
(BiS) |
It can be easily activated when attacking using |
|
| Quite easy to get the damage bonus as the enemies need to be at least |
||
| The perfect option if you are using |
||
| Guarantees a critical hit once per Long rest. Moreover, it can change an attack that misses and turn it into a critical. |
Build Mechanics
In this section, I would like to dive deep into how to play the Vengeance 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.
Managing Great Weapon Master
The most important aspect of most two-handed builds is correctly utilizing
Great Weapon Master: All In and its -5 attack roll penalty. By putting an effort into minimizing the debuff, from level 4, you can get 10 flat damage boosts, making most of the enemies a cakewalk.
Bless from Cleric or Paladin, for a 1d4 bonus.- Spells like
Faerie Fire, and
Blindness give an advantage to attackers.
Oil of Accuracy or
Diluted Oil of Sharpness, for a 1 and 2 attack roll bonus.
Gloves of the Growling Underdog - can be obtained in Goblin Camp and give an advantage for attack rolls.
Phalar Aluve: Sing gives 1d4 to attack rolls.
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.
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.
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.
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.
Maximum Psychic Damage (with Shadow Blade)
So this build can get a 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.
Early Game Combat
This section covers how to play the build at levels 1-6:
- Overall, concentrate on hitting enemies, and getting attack roll buffs.
Divine Smite should be used sparingly as it will eat away your spell slots fast. Try to only activate it on critical hits.- The
Vow of Enmity is an amazing early game helper. When you get
Great Weapon Master: All In, it allows you to get an easy advantage. But I would only use it against stronger foes like bosses. Another option is
Hunter's Mark for a solid damage boost which, if you can maintain concentration, will serve you well. - The first big boost will be at level 4, once you get
Great Weapon Master: All In. Remember, it can be disabled in case your hit chance is very low. Try to maintain 70%+. - Your best friend is
Elixir of Hill Giant Strength, which helps maintain high hit chance and equips more weapon options. use it after each long rest.
Misty Step is a potent spell, giving greater mobility, especially when you know that movement speed is not enough to reach the target.- Once you get
Aura of Protection, remember to activate it.
Late Game Combat
This covers the combat from level 7 to 12.
- The core gameplay remains more or less the same. Hit enemies, maintain high hit chance, and land
Divine Smite when needed. - Remember to activate
Aura of Warding for improved spell damage resistance. - If you decide to go for spellsword setup, be sure to use
Command or
Hold Person with
Band of the Mystic Scoundrel, saving the action point use.
Conclusion
Thank you for reading the Sorcadin - Paladin Sorcerer build for Baldur's Gate 3. I hope you enjoyed reading the build, as this is a truly powerful frontliner with full spellcasting capabilities. I hope the progression explained everything you need to know for Paladin Sorcerer multiclass level picks.
Cheers!
Like, Dislike, comment, or share!

Zariel Tiefling
Half-Orc
Dwarf Duergar
Halfling
Wood Half-Elf
Paladin
Channel Oath Charges
Oath of Vengeance
Sorcerer
Spell Slots
Draconic Bloodline
Melee (Two-Handed)
Ranged
Head
Cloak
Armor
Gloves
Boots
Amulet
Rings
Shield
Discussion