Bardadin Build - Swords Bard Paladin Multiclass - Baldur's Gate 3 (BG3)
Contents
Bardadin - Paladin Swords Bard Multiclass Build
In this build, I plan on covering the simplest and fairly straightforward Bardadin variation 2 Paladin and 10 Bard. The idea is that you mostly go with Bard and then empower it with a few levels in Paladin. This enables you to be a strong caster and an even better frontliner.
So by going with Bard, you get:
- Bardic Inspiration to improve ability rolls, from level 5 they will also reset on each short rest.
- Song of Rest gives a third short rest
- Swords Bard gives access to medium armor from level 3, which can be used through most of the game till later in Act 3.
- Flourishes like Slashing Flourish (Melee) allow hitting multiple enemies, getting increased Armour Class, or teleporting
- Full caster spell slots, meaning you will get more slots for casting and Divine Smite.
For Paladin, even with 2 levels, you get some nice stuff:
- The main one is Divine Smite which greatly improves burst damage.
- Early Oath actions
- A few spell slots and most importantly Command that you will be able to cast with 100% success.
So this creates a unique setup where you can be an excellent party face, deal huge damage with burst attacks, and cast control spells to disable foes. The main highlight will be Divine Smite + Hold Person/Hold Monster for guaranteed crits on your smites and normal attacks.
A major influence of the playstyle of this build was Ethan, or Prestigious_Juice341 - https://www.reddit.com/r/BG3Builds/comments/18pxoy9/honor_mode_102_smite_swords_bard_ssb_complete/
Leveling Overview
Here is a concise table with all the main picks during your leveling 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 | Bard 1 | STR - 8, DEX - 17, CON - 14, INT - 8, WIS - 8, CHA - 16 |
Skills: Deception, Persuasion, Performance | ||
Cantrips: Vicious Mockery, Friends | ||
Spells: Dissonant Whispers, Longstrider, Faerie Fire, Sleep | ||
2 | Bard 2 | Spells: Thunderwave |
3 | Bard 3 | Skills: Persuasion, Performance |
Spells: Enhance Ability | ||
Subclass: College of Swords | ||
Fighting Style: Two-Weapon Fighting |
||
Replace Spell: Sleep -> Cloud of Daggers |
||
4 | Bard 4 | Cantrips: Light |
Spells: Hold Person | ||
Feat: Great Weapon Master: All In | ||
5 | Bard 5 |
Spells: Glyph of Warding |
6 | Bard 6 | Spells: Fear |
Replace Spell: Thunderwave -> Feather Fall |
||
7 | Paladin 1 | Subclass: Oath of Vengeance |
8 | Paladin 2 | Fighting Style: Defence |
9 | Bard 7 | Spells: Confusion |
Replace Spell: Cloud of Daggers -> Speak with Animals | ||
10 | Bard 8 | Spells: anything |
Feat: Savage Attacker | ||
11 | Bard 9 | Spells: Hold Monster |
12 | Bard 10 | Cantrips: Mage Hand |
Spells: Greater Restoration | ||
Magical Secrets: Counterspell, Hunger of Hadar |
Starting the Game - Level 1
We start with the early game. I would go into what are the best Races, Abilities, and Skills for Bardadin Build. The early game can be difficult, but let's cover a few options on how to start.
There are two variations that you can use for this build
Variation | Description |
---|---|
Bard Lv 6 -> Paladin Lv 2 -> Bard Lv 10 | Starting with Bard will make you more of a caster for the first 3 levels. After that, you can use Medium armor. This unlocks Extra Attack at Lv 6, and at level 8 the build is online. If you will want to use Heavy armor at level 8+ this will require to respec, and first take 2 paladin levels. |
Paladin Lv 2 -> Bard Lv 10 | This unlocks heavy and medium armor proficiency from the start of the game and at level 2 you can already use Divine Smites. However, the Extra Attack attack is delayed till level 8, which is very late. |
I recommend going with the first one, as it is stronger and Bard is very useful early in the game both from proficiencies and dialogue perspectives.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
---|---|---|
Half-Orc |
|
Great race for a frontliner. It can resurrect with 1 HP if downed. Moreover, they get some bonuses with Critical hits, but based on the weapons we plan to use they will be minimal |
Githyanki |
|
Very versatile race, that unlocks some good actions for combat and exploration. It also gives good weapon and armor proficiencies allowing you to wear some of the best early-game items. |
Wood Half-Elf |
|
What makes these special is their increased moving distance and Shield Proficiency. 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. |
Halfling | Amazing race that improves almost all rolls in the game. The downside is slower movement speed. |
Class
As I mentioned, you start the build as Bard, you can also go with Paladin, but it greatly delays the Extra Attack. This is a large power spike, that you want as early as possible.
Overview | |
---|---|
Bard | |
Features | |
Bardic Inspiration | Iconic bard feature, that can improve damage, dialogue dice rolls, and saving throws. |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Cantrip | Description |
---|---|
Vicious Mockery | Although the damage is low, it has its purpose. The cantrip can be used to impose a disadvantage on enemy attacks, in case you see that your normal attack would not kill it. However, the cantrip loses purpose in later levels. |
Friends | 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. |
Spells
The spells will be useful early on, as you will only have light armor, and being a frontliner with it is risky. Choose 4:
Spell | Description |
---|---|
Dissonant Whispers | The only truly offensive level-1 spell. It can also frighten enemies making them unable to move. Later on, it loses its purpose, once we start using Flourishes. |
Longstrider | Will boost the movement speed by 3m. This is a huge bonus and will allow you to get better positions when in combat. You can also activate it on all party members when not in combat, after a long rest! |
Faerie Fire | Early game, this spell is wondrous as it makes it easy to get an Advantage on attack rolls. Once the spell is cast you can exploit it next turn or by your group members. |
Sleep | Very powerful spell against level 1-2 enemies, as it succeeds without any resistance checks. |
Starting Instrument
As this is a fun feature, pick the one that you like the best! There are no combat advantages to picking a different one.
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. As we start bard and have high Dexterity with Charisma, here are my recommendations:
Background | Skills | Description |
---|---|---|
Charlatan | Deception Sleight of Hand |
Very good choice, especially, if you will not have a dedicated rogue in the party to do disarming and lockpicking. Bard, can pick up this role if needed. |
Entertainer | Acrobatics Performance |
Both of these skills are very relevant for the build as you have high Dexterity and Charisma. |
I feel these two are the most useful. There are many more relevant, that help with Charisma-related skills - Noble, Guild Artisan, Soldier, but only one of their offered skills has high effectiveness.
Abilities
Now let's take a look at the abilities of the Bard Paladin build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
Overall this build can be adjusted in multiple ways, based on what you will use or pick during your playthrough:
- Using Elixir of Hill Giant Strength allows reducing strength investment to 0.
- Getting Gloves of Dexterity allows you to put all points into Strength.
- On the other hand, later in Act 3, you can go with Gauntlets of Frost Giant Strength and gimp on strength.
- Act 3 also gives options for Amulet of Greater Health to free up the glove slot and ability points from the constitution.
- Or you can go for maximum dexterity from the first levels.
What is my recommendation? No matter what you pick you will have to start with this kind of setup:
Ability | Value | Description |
---|---|---|
Strength | 8 | Go with low Strength, this will save you from multi-ability dependency and can be counteracted using Elixir of Hill Giant Strength if you prefer. |
Dexterity | 17 (15+2) | Going with maximum dexterity allows wearing Medium armor and higher initiative from the start of the game. If you don't plan on getting Auntie Ethel Hair +1 Dexterity, I would leave this at 16. Then put that one point into Charisma. |
Constitution | 14 | The constitution will give you bonus HP and increase the success of Constitution Saving Throws. |
Intelligence | 8 | Not an important stat for the build. |
Wisdom | 10 | 10 is taken to have no negative modifier from Wisdom Saving Throws. Spells targeting this ability are the most abundant. |
Charisma | 16 (15+1) | This will be the main spellcasting ability of Paladin Bard. Moreover, it gives higher success for ability checks in dialogues. Go with 17, if you are not taking Auntie Ethel Hair on Dexterity. Later in the game, this can be rounded to 18. |
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:
- Sleight of Hand - can be taken situationally, if this build is on a companion, but I would prioritize Charisma picks otherwise.
- Deception
- Intimidation
- Performance
- Persuasion
Leveling Progression - Level 2-12
Here is the detailed progression for the Bardadin 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
By this time you should have landed in the first area already. The level-up gives some welcome improvements for your Bard.
Feature | Description |
---|---|
Jack of All Trades | This will improve your chances of success when doing various dice rolls that you are not proficient in. It's not huge, but will help out during the game. |
We gain a very good utility action to gain additional HP restoration and action reset:
Action | Description |
---|---|
Song of Rest | Unique action to Bards. It acts as a third short rest. This is especially useful for Warlocks, as they will gain even more spell slots during the day. |
Spells
I have covered most of the important level 1 spells, that the build needs. In case you need help:
Spells | Description |
---|---|
Thunderwave | Can be used to throw off enemies from ledges. Will be useful in a few encounters in Act 1. |
Replace Spell
Nothing to replace this early in the game.
Optional Elixir of Hill Giant Strength
There is a trick early in Act 1 after you reach the first settlement - Druid's Grove. There you can stock up on some really powerful potions for Acts 1, and 2 - Elixir of Hill Giant Strength.
What does it do? It increases the Strength to 21 until a Long rest. More or less this negates any need to have strength investment. This is somewhat gimmicky, however, if you are interested here is a guide on how to farm Elixir of Hill Giant Strength.
This is a good choice, especially in the early game. High strength will unlock a wide variety of two-handed weapons. However, later on, you can play around with your abilities even more like using Gloves of Dexterity.
Level 3
The build reached a very special moment - subclass. It will give some sweet actions that make the Bard much more powerful.
Skills/Expertise
You can select 2 skills in which you become an expert. I would recommend something, that you want to ensure the Bardadin cannot fail. For example, due to high Charisma bonuses, dialogue-related ones are great. Choose two out of these:
- Deception
- Intimidation
- Performance
- Persuasion
I would also would not forget Sleight of Hand. If you are the only one doing lockpicking, this will ensure some irritating fails and wasted time.
Spells
Spells | Description |
---|---|
Enhance Ability | If playing on Honor Mode, this spell is mandatory. It can save your group from many problems and overcome ability checks where you are not proficient. Otherwise, you can do without it, but I would still recommend someone in your group to have it. |
Subclass
Overview | |
---|---|
College of Swords | |
Features | |
Slashing Flourish (Melee) | Attack up to 2 enemies at once. |
Slashing Flourish (Ranged) | Attack up to 2 enemies at once. |
Defensive Flourish (Melee) | Attack defensively, increasing your Armour Class by 4 if you hit. |
Defensive Flourish (Ranged) | Attack defensively, increasing your Armour Class by 4 if you hit. |
Mobile Flourish (Melee) | Thrust your weapon with enough force to push your target back 6m. Afterward, you can Teleport to the target. |
Mobile Flourish (Ranged) | Shoot a target with enough force to push it back 6m. Afterwards, you can teleport to the target. |
Fighting Style
As a Swords Bard, you can choose a fighting style for some small bonuses. If you are going for Two-Handed weapons, these don't matter. If you are dual-wielding then these one choice:
Fighting Style | Description |
---|---|
Two-Weapon Fighting | The most relevant choice no matter what you ability is your main one. It is relevant if you plan on using Hand Crossbow +1 extensively. Moreover, it is mandatory if you will dual-wield weapons. |
Duelling | This is relevant if you plan on using something like Duellist's Prerogative later in the game. |
Replace Spell
I would recommend removing Sleep for:
Spells | Description |
---|---|
Cloud of Daggers | Cast this, if you will not be able to reach a group of enemies to use Flourish. It hits two times - on the initial cast and enemy turn. This is a very effective level 2 spell in the early game. |
Level 4
The first feat of the build is unlocked.
Cantrips
Cantrip | Description |
---|---|
Light | This one might be useful in the upcoming Act 2 or in general dark areas. |
Minor Illusion | You can use this one to move enemies together before combat. This can then be utilized |
Spells
Spells | Description |
---|---|
Hold Person | The spell is very useful, however, it will mostly be utilized in Act 3, once you get Band of the Mystic Scoundrel. Before that, I would only use it if you have an 80%+ chance of success. |
Feat
For the first Feat, there are a lot of options, and it all depends on your knowledge of the game:
Feat | Description |
---|---|
Great 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. |
Ability Improvement | +2 Charisma is a pretty good pick. However, this early in the game it might not be as relevant. I would recommend then going with +2 Dexterity, to improve the weapon hit chance if not using Strength Elixirs. Still, you will want that +2 Charisma boost later on and do a respec. |
Dual Wielder | If you are adamant about using Dual Wielding in Act 1 and equipping weapons like Phalar Aluve, Larethian's Wrath which are versatile, then you can take this perk. Still, this perk should be removed later on as Act 3 best weapons don't need it. |
Replace Spell
Nothing to replace
Level 5
This level is a big one. First, we obtain level 3 spells, which are okay. However, we get awesome class features:
Feature | Description |
---|---|
Font of Inspiration | Greatly improves your damage output throughout the day as you can use flourishes more often. |
Improved Bardic Inspiration | The bonus gained from Bardic Inspiration increases to +1d8, this will give a higher damage bonus for Flourishes. |
Spells
Spell | Description |
---|---|
Glyph of Warding | Get this spell as soon as possible. It is amazing! You can cast various types of elements, but most importantly it can put enemies to sleep without HP limitations. So this is the perfect crowd control option. |
Replace Spell
For spell replacing I don't think there is anything to replace yet.
Level 6
This is the last Bard level we are taking before moving to Paladin. This is a huge improvement to the build.
Feature | Description |
---|---|
Extra Attack | You can now attack two times and this can be done together with Flourishes. So you can easily hit 4 enemies in one turn, without Haste or Elixir of Bloodlust. |
We also get additional action, that can freely be used before combat:
Action | Description |
---|---|
Countercharm | You and any allies within 9m have an advantage on Saving Throws against being Charmed or Frightened. Did not use much during the playthrough. |
Spells
Pick one:
Spells | Description |
---|---|
Hypnotic Pattern | It can destroy the whole encounter by hypnotizing foes. The result is that they cannot move or take any actions. |
Fear | A perfect crowd-control spell. Enemies drop their weapons and run away. It will become very powerful once you start using Helmet of Arcane Acuity for increased Spell Save DC. |
Replace Spells
I would remove Thunderwave as you will exclusively start relying on weapon damage:
Spells | Description |
---|---|
Feather Fall | Good utility spell that helps with exploration. |
Level 7 - Paladin Lv 1
The Bardadin build now comes to fruition by multiclassing the first level in Paladin.
Overview | |
---|---|
Paladin | |
Features | |
Lay on Hands | Use your blessed touch to heal a creature or cure it of all diseases and poisons. |
Divine Sense | 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 Bardadin build, you can pick any subclass. We will only allocate 2 levels into Paladin, meaning that you should evaluate first-level actions. Here is a short overview
- Oath of Devotion - a righteous Paladin who protects the weak and helps those in need. In terms of damage, this is the worst choice. It gives the Holy Rebuke that is difficult to use correctly.
- Oath of the Ancients - protectors of light and good. The subclass gives one spell to heal allies using Channel Oath Charge. It is useful for two-turn Healing Radiance, giving a decent boost to survivability.
- Oath of Vengeance - fight the Evil forces of the world. A much more aggressive option that gives Inquisitor's Might. It provides bonus radiant damage and is effective in a 9-meter radius for 2 turns. I would pick this one due to its simplicity.
- Oathbreaker - requires you to break Oath from the 3 subclasses. You can do with this subclass whatever you want in terms of roleplaying. It also gets a Spiteful Suffering spell. It is a good one, as it does not require concentration. The only downside is that to use the spell you will need to use an action point.
So in my case, I will go with Oath of Vengeance:
Overview | |
---|---|
Oath of Vengeance | |
Features | |
Inquisitor's Might | Gives a radiant boost to damage. This costs only bonus action, so is a good choice, for minimal negative impact on Damage per turn. |
Oath of Vengeance Tenets | The oath revolves around revenge, where someone was wronged and you have to clear the equation. |
Level 8 - Paladin Lv 2
At Level 2 Paladin gets the most famous action - Divine Smite. Moreover, we obtain 2 level 1 spell slots.
Actions | Description |
---|---|
Divine 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
Now, with our Bardadin build you can go with this:
Style | Description |
---|---|
Defence | Gain +1 to Armour Class, especially valuable if you are dual-wielding, as you cannot wear a shield. |
Other choices are also noteworthy, however, Great Weapon Fighting gives a very small damage boost that will be less and less important as you get stronger.
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 |
---|---|
Command | Mandatory pick. This spell can ensure that enemies lay on the ground, stay still, or come to you to be attacked via opportunity attacks and your Slashing Flourish (Melee). |
To be honest, anything else is optional, and is just there for flavor:
Spell | Description |
---|---|
Thunderous 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 | Gives +2 Armour Class as long as you can maintain concentration. Lasts until a long rest. |
Divine Favour | Although it uses a concentration slot, it can be great for a bit of bonus damage. It only costs bonus action. |
Wrathful Smite | Another Smite option that can frighten enemies leaving them stuck in place and with various disadvantages. |
Level 9 - Bard Lv 7
We finally unlock level 4 spells. Some of them will be extremely strong or you could use those spell slots for a stronger Divine Smite.
Spells
The aim is to get the best control spells
Spell | Description |
---|---|
Confusion | This is an amazing spell, that can make many of the combat encounters much easier. It will make enemies wander around, skip turns, or attack allies. Truly a devastating spell. |
Replace Spell
This is a perfect time to replace Cloud of Daggers if you still have it:
Spell | Description |
---|---|
Speak with Animals | Use this spell in case you forget Potion of Animal Speaking. |
Level 10 - Bard Lv 8
You reach level 8 Bard, which will give you the last Feat for the build. We get the first level 5 spell slot.
Spells
For spells, we now have everything that is needed to fully utilize the build with available options. You could try:
Spell | Description |
---|---|
Bestow Curse | Use this spell to increase the damage you deal with each hit. It boosts it by 1d8 necrotic. Best used on boss enemies as otherwise, the spell slot cost is too steep. |
Feat
Feat | Description |
---|---|
Savage Attacker | A perfect feat to maximize damage by rolling two dice and taking the better one. It works with weapon attacks and Smites. The most valuable damage will come from the latter, especially on critical hits. |
Level 11 - Bard Lv 9
Additional level 5 spell slot is unlocked and Bardadin gets level 5 spells. This will be a big improvement to overall control capabilities throughout the combat encounter.
Spells
Spell | Description |
---|---|
Hold Monster | With this option, Hold Monster, Helmet of Arcane Acuity, and Band of the Mystic Scoundrel, you can paralyze humanoids and Monsters. Then follow up with critical melee hits, for ridiculous amounts of damage. |
Replace Spell
Nothing to replace, besides your personal preferences.
Level 12 - Bard Lv 10
The last level of the build but also with plenty of surprises. The build gets access to a level 6 spell slot, allowing upcast control spells like Command, Hold Person, etc. for very strong results. Moreover new feature is unlocked:
Feature | Description |
---|---|
Improved Bardic Inspiration | The bonus gained from Bardic Inspiration increases to +1d10, this will give a higher damage bonus for Flourishes. |
Lat, we get bonus skill expertise. Feel free to select anything that you would like to get, this will give an additional boost.
Skills
You can choose an additional 2 skills to obtain expertise in them. I recommend picking any of the Charisma-related ones.
Cantrips
Cantrips | Description |
---|---|
Mage Hand | A utility spell, that can summon a spectral hand. It can help with puzzles and shove enemies. |
Spells
For the spell section, I think nothing stands out, and you already picked what was needed. Just choose what you prefer. However, the next section will show how to unlock some very powerful spells.
Spell | Description |
---|---|
Greater Restoration | Having this spell might be useful in some situations where you want to remove a negative condition. |
Magical Secrets
Okay, this is an awesome spell list that gives you 2 spells to choose from. The downside... There are too many good spells. Of course, I would recommend setting up priorities. First, remember, that you can only have one concentration spell active at one time. Second, think about what situations and encounters were difficult to handle. The spells that you choose could make these much easier.
Spell | Description |
---|---|
Counterspell | At least one party member should have this in the group. It allows canceling any spell and can save your whole group's lives. However, having two of them is even better. |
Hunger of Hadar | The scariest spell you can use to control the battlefield. 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 your smites. Moreover, they become blind, giving you an advantage. |
Spirit Guardians | An amazing spell that synergizes well with Bardadin's build. You will get additional radiant/necrotic hits against enemies. Pair this with a Luminous Armour that can apply Radiant Orbs, and enemies will miss all of their attacks. However, this requires concentration, so something like Hunger of Hadar, Hypnotic Pattern, etc. does not play well. |
Banishing Smite (Ranged) | Although this is a paladin Smite, the only one to obtain it can be Bard. What makes it powerful, is that it removes an enemy combatant from a fight if it is successful. On top, it deals 5d10 damage. If you can land a critical hit, this is huge. Unfortunately, you will be able to use 3 of them maximum during long rest. |
These are just a few spells, and you can choose many more based on your preferences.
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. There are a few abilities to concentrate on as this is a multi-ability dependant build:
Strength
It gives to some decent weapons like Svartlebee's Woundseeker and in Act 3, the best options are strength-based. Here are a few ways to maximize it:
- Gauntlets of Frost Giant Strength - sets to fixed 23 value. This will be enough to consistently hit enemies and get good modifier bonuses. Recommended option for late game
- Elixir of Hill Giant Strength - sets to fixed 21, excellent for early game. I already talked about this in the progression section. Recommended option for early game
- Elixir of Cloud Giant Strength - sets to 27. This is the highest possible value for Act 3. However, you will have to sacrifice Elixir of Bloodlust which will provide a substantial damage boost with an additional hit.
There is also a way to naturally reach high strength, but then you will have to wear Gloves of Dexterity to compensate for low dexterity:
- Act 1 - Auntie Ethel Hair - you will want to get +1 Strength if you pick this choice.
- Feat - Ability Improvement - +2 Strength. However, this is optional if you want maximum damage with Great Weapon Master: All In and Savage Attacker.
- Act 2 - Potion of Everlasting Vigour - +2 Strength.
- Act 3 - Mirror of Loss - pick +2 Strength.
So what is my recommendation? For simplicity, the Gauntlets of Frost Giant Strength are a good pick and will allow you to pump charisma. Otherwise, for the late game, a natural way of pumping strength is also a decent choice.
Dexterity
Having high Dexterity
- Gloves of Dexterity will enable you to have a flat 18 dexterity, and put points elsewhere (like naturally pumping strength). This is a good value to have a good Armour class with late-game armor - Bhaalist Armour
- You can also have good Dexterity with 17 base Ability allocation and +1 Dexterity from Auntie Ethel Hair. This results in 18 Dexterity
Charisma
Generally, you should be able to reach 20-22:
- 16-17 from initial character creation
- Feat - Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - Charisma +2 and additional +1 from Patriar's Memory.
No matter if you end up with 20 or 22 it will be enough for a solid controller build.
Potions, Elixirs and Consumables
Let's take a look at what consumables we can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Oil of Accuracy | Gives +2 to attack rolls, which minimizes the negative impact from Great Weapon Master: All In. |
Diluted Oil of Sharpness | Gives a bonus attack roll and damage. It is a good coating if you can apply it before combat. |
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell choice. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | As you will be able to easily kill at least the weakest foe, this ensures additional attacks per turn. I would go with this option once you have 22 base strength, otherwise look at the options below. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
Elixir of Hill Giant Strength | Sets strength value to 21 until the Long Rest. With this option, you can easily gimp on strength in the early game. You can put those points in Dexterity or Strength. Here is a farming guide for Elixir of Hill Giant Strength |
Elixir of Cloud Giant Strength | An upgraded version that is available mostly in Act 3 via crafting or purchasing. Sets Strength to 27, the highest value possible. if using this one, you could set the strength to 8 via respec. |
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 | 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 | Guarantees a critical hit, a very powerful action to have. |
3 | Concentrated Blast | Taking only for progression, to unlock the next power. |
4 | Cull the Weak | Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death. |
5 | Psionic Backlash |
A decent use for reaction to deal some bonus psychic damage. |
6 | Transfuse Health |
Taking it for progression |
7 | Shield of Thralls | Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health. |
8 | Charm | Only taking for progression |
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 |
---|---|---|
0 | Fly | Automatically unlocked. You can use this to initiate attacks of opportunity without spending any movement. |
2 | Freecast | Removes any cost of spell slots or consumable resources. |
3 | Mind Sanctuary | Extremely valuable power that can also help other casters to use up their Bonus action effectively. |
4 | Psionic Dominance | Great action, that can negate spell casting of some foes. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Paladin Bard multiclass build. Items are especially important as they take the build to the next level thanks to their unique effects.
I would like to offer dual-wielding and two-handed setup options. Generally, you would go with two-handed for strength setup and dual-wielding for dexterity. But to be honest, you can go with any setup with the former - Strength works on all melee weapons.
Act 1
Dual Wield Setup Weapons
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Larethian's Wrath | You can use these weapons either as Two-Handers or equip a shield and have lower damage with increased defense. They would also require Dual Wielder feat to be used for dual-wielding. |
Phalar Aluve | ||
Shining Staver-of-Skulls | This is a light weapon, that deals additional Radiant damage and has +1 Enchantment. | |
Loviatar's Scourge | Interesting pick, which I would only use if you were the only frontliner in the group. The 1d6 Necrotic damage is a significant boost. This would require a Dual Wielder feat to use effectively for dual wielding. | |
Ranged | Bow of Awareness | Improves initiative and allows going earlier in combat. I recommend this if you plan on using Dual-wielding weapons. |
Bow of the Banshee | A good bow that frightens enemies and stops them from moving. | |
Hand Crossbow +1 | These weapons can be dual-wielded, making them perfect very early in the game. Use this before obtaining better ones. What makes this good is that it can use bonus action for additional damage. | |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. |
Two-Handed Setup Weapons
This is the go-to option if you want the highest damage early in the game.
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Unseen Menace | Solid choice as it increases the critical chance and provides an advantage on attack rolls. |
Svartlebee's Woundseeker | One of the best greatswords that you can get in Act 1. The bonus to attack rolls is great for counteracting Great Weapon Master: All In Effect. | |
Sword of Justice | A solid greatsword, that gives bonus armour class with Shield of Faith action. | |
Phalar Aluve | This sword can be very powerful, especially if you can precast one of its powerful effects. Phalar Aluve: Sing, is an amazing buff that can also negate the effects of Great Weapon Master: All In. Otherwise to buff your and allies' damage, utilize Phalar Aluve: Shriek. I generally recommend rushing to obtain the sword at levels 3-4. | |
Longsword +1 | The earliest good weapon that a Bard can wear before obtaining the above ones. | |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat. I recommend this for the early games, as you will have low dexterity. |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. This is an amazing weapon as you can use bonus action to break water bottles to apply wet. |
Other Equipment
As a bard in the early game, you can only wear light armor. So just stay with it until level 3, then with Swords Bard, equip Medium Armor.
Slot | Item | Description |
---|---|---|
Head | The Shadespell Circlet | The circlet improves the success of your spells as long as you are obscured. |
Haste Helm | Provides increased speed at the start of the combat. | |
Cloak | The Deathstalker Mantle | The only option in Act 1 that is okay, is by providing once-per-turn invisibility. Only available to Dark Urge origin. |
Armor | Adamantine Scale Mail | The best medium armor in Act 1. It will also lead you to Act 2. |
Scale Mail +1 | A slight improvement due to additional bonuses. 15 Armour Class is best for now. | |
Githyanki Half Plate | This can be equipped when starting the game by taking it from Lae'zel. Perfect option with a high Armour Class. | |
Gloves | Gloves of Dexterity | I think these gloves are quite good for this section of the game. You get +1 Attack Rolls and a bonus to dexterity for higher initiative. |
Gloves of the Growling Underdog | Very strong gloves as they give Advantage. It is the best way to counteract the Great Weapon Master: All In -5 attack roll effect. | |
Wondrous Gloves | You get additional Bardic Inspiration and an increase in Armour Class. | |
Boots | Disintegrating 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. |
Boots of Genial Striding | Good boots that allow moving without slowing down on difficult terrain. | |
Vital Conduit Boots | As you may cast some spells with concentration these boots will give bonus survivability via temporary hit points. | |
Amulet | Broodmother'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 | This is a great amulet, even if not worn. It can be used to restore spell slots when out of combat. | |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Caustic Band | Provides 2 damage increase on each weapon hit, making it a good choice in Act 1. It is very expensive. |
Strange 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 | Gives defensive bonuses to Armour Class and Saving Throws. | |
Crusher's Ring | A good movement boost makes it easier to reach those targets. |
Act 2 - mid-game
This is the mid-game, where most of the areas will be covered by dark. Radiant equipment will shine here and having Darkvision is recommended. You also can get some great items, albeit some will stay the same from Act 1.
Dual Wield Setup Weapons
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Render of Mind and Body | The best shortsword with Risky Ring, the 1d8 bonus damage is substantial. Moreover, by dual wielding this with Knife of the Undermountain King. |
Knife of the Undermountain King | This one still plays a big role in maximizing damage, until you get some items in Act 3. | |
Justiciar's Scimitar | Although more intended for assassin-type builds this is still an interesting weapon to have in the arsenal. | |
Melee (Two-Handed) | Drakethroat 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 | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. Otherwise, stay with bows from the previous act. |
Two-Handed Setup Weapons
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Shar's Spear of Evening | The most powerful weapon that most of the martials can use if you will also take Bhaalist Armour in Act 3. |
Selûne's Spear of Night | A bit weaker alternative to Shar's Spear of Evening, but it is still a solid choice. Will also work well with Bhaalist Armour in Act 3. | |
Halberd of Vigilance | A significantly strong weapon with force damage rider. Moreover, it gives bonus initiative. | |
Drakethroat 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 | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. Otherwise, stay with bows from the previous act. |
Other Equipment
Slot | Item | Description |
---|---|---|
Head | Helmet of Arcane Acuity | One of the core items of the build. It will ensure that any spells you use will increase Spell Save DC, once you land a few hits. Best to activate this effect with Slashing Flourish (Melee). Later on, this will synergize with Band of the Mystic Scoundrel. |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
Fleshmelter Cloak | Reflect 1d4 acid damage if somebody hits you in melee range. | |
Armor | Yuan-ti Scale Mail | Medium armor that will reach 19 Armour class together with Gloves of Dexterity. Moreover, the bonus initiative is a great boon. |
Dwarven Splintmail | A solid heavy armor, that can take you to Act 3 once you have Paladin multiclass. | |
Gloves | Dark Justiciar Gauntlets | Amazing gloves that also give a good way to utilize a bonus action. |
Flawed Helldusk Gloves | Adds bonus fire damage | |
Gloves of Dexterity | These gloves are excellent if you are aiming for natural strength progression as I mentioned previously. Otherwise, I would go with the ones above if you are okay with using Strength Elixirs. | |
Boots | Evasive Shoes | Bonus armor class for higher survivability. |
Disintegrating Night Walkers | The boots are still a good option in Act 2. | |
Amulet | Broodmother's Revenge | Still, the best amulet as it provides a substantial damage boost if healed - drink a potion or a cleric can do that. |
Surgeon's Subjugation Amulet | Not a perfect amulet, but could be useful once you have Risky Ring and other options are taken | |
Amulet of the Harpers | Allows casting Shield spell, can be a lifesaver if attacked heavily for one turn. | |
Rings | Risky 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. |
Caustic Band | 2 Acid damage on any kind of attack. With multiple attacks you do the bonus is substantial. | |
Strange Conduit Ring | As you have multiple cheap spells to enable concentration, this ring is very useful for a bit more damage. |
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.
The Bardadin Build can make some crazy optimizations here, which turn the build around.
One Handed Setup
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Duellist's Prerogative (BiS) |
A beautiful and deadly weapon that also gives an option to attack with bonus action. As a piercing weapon, it benefits from Bhaalist Armour. |
Infernal Rapier | A solid weapon for spell sword type of build. Allowing to summon a Planar Ally: Cambion. | |
Ranged | Hellrider Longbow | Gives +3 Initiative almost guaranteeing that you go first. |
Vicious Shortbow | You could use this bow as an alternative in case the other two options are taken. It gives bonus damage on critical hits. For now, this bonus works on melee attacks also and might be fixed in upcoming patches. | |
The Dead Shot | Decreases the rolling requirement for Critical Hit by 1. |
Dual Wield Setup Weapons
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Crimson Mischief (BiS) |
The perfect weapon for the main hand. Perfect to be used with Risky Ring. If you use Bhaalist Armour, the bonus 7 damage will become 14. |
Belm (BiS) |
Use it together with Crimson Mischief as Belm has a special effect to utilize additional main-hand attacks. Moreover, contrary to your Slashing Flourish (Melee), this sword has a Whirlwind attack able to hit everyone in the area, not just two times. | |
Rhapsody | I think this is the best thing that you have equipped. It improves all the offensive stats that you need - Spell Save DC, damage, and attack rolls. Of course, the effect only applies once you kill enemies. | |
Render of Mind and Body | As you have multiple ways of getting an Advantage, the 1d8 psychic damage rider is a very large bonus making this weapon very powerful even in Act 3. | |
Ranged | Hellrider Longbow | Gives +3 Initiative almost guaranteeing that you go first. |
Vicious Shortbow | You could use this bow as an alternative in case the other two options are taken. It gives bonus damage on critical hits. For now, this bonus works on melee attacks also and might be fixed in upcoming patches. | |
The Dead Shot | Decreases the rolling requirement for Critical Hit by 1. |
Two-Handed Setup Weapons
Slot | Item | Description |
---|---|---|
Melee (Two-Handed) | Nyrulna | A truly powerful weapon that gives a 1d6 thunder damage bonus. Moreover, it comes with unique weapon actions that can inflict bleeding and knockback foes. This is the best weapon to use if you plan on equipping Bhaalist Armour. |
Shar's Spear of Evening | One of the top weapons if using Bhaalist Armour, the bonus damage stacks with Aura Of Murder. It's damage rider gets doubled while under auras effect. | |
Balduran's Giantslayer | The strongest greatsword in the game. It gets a big damage boost from your strength modifier. | |
Ranged | Hellrider Longbow | Gives +3 Initiative almost guaranteeing that you go first. |
Vicious Shortbow | If you do not care about bonus initiative with Hellrider Longbow, this will give a decent damage boost on critical hits, which should be easy while enemies are under Hold Monster or Hold Person effect. | |
The Dead Shot | Improves critical range for attack rolls. |
Other Equipment
Slot | Item | Description |
---|---|---|
Head | Helmet of Arcane Acuity (BiS) |
The best helmet for this build. It will stack up your Spell Save DC while using flourishes. Then you can cast a crowd control spell like Hold Person/Monster with 100% success. After that... just finish the enemy with guaranteed critical hits. |
Cloak | Cloak of Displacement (BiS) |
Improves the chances of attacks missing the wearer until getting hit for that turn. |
Armor | Bhaalist Armour (BiS) |
The best armor if you are maximizing damage. The Aura Of Murder effect is deadly and will double your damage with shortswords or daggers in close range. The downside is that your Armour Class will be lower. Use this with weapons like Crimson Mischief, Nyrulna, Shar's Spear of Evening - anything that has piercing damage type. |
Luminous Armour | Excellent armor if you will use Spirit Guardians. This way you will debuff enemies and increase the chances of them missing their attacks. | |
Armour of Persistence | If you are looking for solid heavy armor, this is the one to go with. It gives a big damage reduction with Blade Ward. | |
Armour of Agility | A good option for medium armor. However, I would prioritize it on a character with high Dexterity. | |
Gloves | Gauntlets of Frost Giant Strength (BiS) |
If you want to maximize strength efficiently I do recommend these gloves as they will set the strength to 23. This way you simplify the build and only need to worry about Dexterity and Charisma investments. |
Helldusk Gloves | Gives a solid bonus of 1d6 fire damage on hit, and improves Spell Save DC, for better success of spells. | |
Gloves of Dexterity | The best gloves till the end of the game, if you want to naturally pump the Strength of the build. | |
Legacy of the Masters | Gives an increase to attack and damage rolls of 2. | |
Boots | Boots of Stormy Clamour (BiS) |
The best option, as it provides indirect bonuses to damage with Reverbation stacking from the conditions you apply. |
Helldusk Boots | Allows avaoiding failed Saving Throws, and uses reaction to change the outcome. Moreover, provides bonus actions for mobility and damage. | |
Boots of Persistence | Gives a huge boost to mobility and avoids difficult terrain. | |
Amulet | Broodmother's Revenge (BiS) |
The amulet still pulls strong even in the late game. |
Amulet of Greater Health | Makes any Constitution ability investment redundant as it maximizes it to 23 points. If you are doing a Strength-Based setup, this can free up the glove slot. But if you are min-maxing Gloves of Dexterity are the best choice. | |
Magic Amulet | Gives an Advantage on attack. I would use this only if you do not have Risky Ring. Otherwise, this does not provide much use, besides Saving Throw Advantage. | |
Rings | Band of the Mystic Scoundrel (BiS) |
This is a powerful ring for Bardadin build as it allows casting enchantment and illusion spells with Bonus Action. These include Hold Person and other Crowd Control options. |
Risky Ring (BiS) |
Provides an Advantage on attack rolls. This ring is still a good contender but could be taken by other builds. | |
Killer's Sweetheart | Mentioning this accessory as it is a solid option to have in the arsenal in case, you cannot use the rings above. | |
Caustic 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 has been used |
How to use the Build
Now I would like to cover some general tips on how to play Bardadin Build.
Main Mechanics
Bardadin is quite a complex build, there are a lot of synergies between Bard, Paladin and the gear you acquire. So I think it is mandatory to understand how to use the build fully.
Utilizing Flourishes
This is an important mechanic and it makes College of Swords Bard stand out from most of the other martial classes. Early in the game, I recommend using Slashing Flourish (Ranged) with your preferred bow. This way you can hit two enemies with a single shot and it's the best utility of your damage.
Slashing Flourishes are the earliest option of Extra Attack from all classes. You can also use melee flourishes if needed. Slashing Flourish (Melee) will become very powerful once the build gets Divine Smite, and each of the hits can deal huge damage. On top, you will get an Extra Attack for even more hits.
Managing Great Weapon Master
One of the more important feats of the build is Great 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 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 1 and 2 attack roll bonus.
- Gloves of the Growling Underdog - can be obtained in Goblin Camp, and gives an advantage for attack rolls.
- Svartlebee'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.
Divine Smites and their significance
Divine Smite is an iconic Paladin action that this build revolves around. What is special about them is that they can be used as a separate attack and a reaction depending on the conditions. This is important as you may want to use them only on Critical Hits.
Paladins also get more Smites - Thunderous Smite, Searing Smite, etc. They are cool and give additional effects. However, they are weaker than Divine Smite. Why? It only uses spell slots. Other ones take Action + bonus action + spell slot. You use up more resources to utilize them.
Of course, other Smites come with unique effects like Blind, Freighten, etc. They are great when fighting enemies weak to specific elements - thunder, fire, etc. They are also perfect in case you have no use for Bonus Action that turn.
Still, there is one user experience you can make with reactions set to make it more enjoyable:
- Disable reactions for normal smite. This will become irritating as on every attack you will be asked what to do. If you want to use them, just activate the separate Divine Smite attack - number 3.
- Enable Divine Smite on Critical Hit and include the Ask option. This way you can utilize the maximum possible damage with Divine Smites when critical rolls.
Mixing Divine Smites with Bard Paladin multiclass
College of Swords Bard has unique attack actions flourishes - Slashing Flourish (Melee), Defensive Flourish (Melee), etc. With the reaction setup I mentioned above, you can use these flourishes and divine smites on the same hit.
If you went with Dual weapons, remember that Divine Smite can be activated on each hit. This is very useful when you need lots of damage in a single turn. This is the best option in terms of damage for bonus action when using an offhand attack.
Stacking Arcane Acuity
This is an important mechanic that Bard Paladin Multiclass uses which comes from Helmet of Arcane Acuity. Each hit that you do will give Arcane Acuity stack. As you can imagine, those Slashing Flourish (Melee) will rack up.
Why do you want Arcane Acuity? It will rack up Spell Save DC and give all your spells have almost 100% spell success chance. This will fit nicely with some combos I talk about later when using Band of the Mystic Scoundrel.
Early Game Combat
Now let's take a look at how to use the build in the early game. This is where you still don't have access to Paladin and rely only on Bard.
- I recommend utilizing spells early in the game. For example, Dissonant Whispers deal adequate damage and frighten a foe, making them stay in place. It's a good opener against melee targets. Sleep can disable low-level targets making the encounters easier.
- Don't rush engaging in melee combat early on. You can even stay with Ranged weapons till at least level 4. Level 3 Slashing Flourish (Ranged) is much stronger on bows.
- From level 4, if you got Great Weapon Master: All In you can start using Two-Handed weapons. This is a huge damage improvement, just be sure to maintain high attack rolls and have an advantage.
- Cloud of Daggers is an amazing spell and is much better than weapon attacks if there are at least two foes stacked together.
- Glyph of Warding with sleep effect is an extremely powerful spell, that you get at level 5. You can put to sleep groups of enemies and then take them out one by one.
Late Game Combat
So this is where the build becomes a true powerhouse. You will get access to Paladin and its Divine Smite with Command.
- I recommend having someone precast Haste or use Potion of Speed. That one action point will be very valuable.
- I would save higher-level spell slots (5-6) for control spells so that you could use them on multiple enemies. Divine Smite is perfect for spell slot levels 1-4 as it does not gain any higher benefits.
- You want to start hitting a foe or a few enemies standing together with Slashing Flourish (Melee). This will stack up Arcane Acuity, 6-8 stacks are plenty so that your spells would have very high success.
- Now you can follow up with control spells using Band of the Mystic Scoundrel - Hold Person/Hold Monster or Command. I would start with the latter and force enemies to approach or grovel. As enemies get closer to you it will be easier to use Slashing Flourish (Melee) to hit 2 at the same time.
- If you see a stronger enemy that has 100+ HP I would use Hold Person/Hold Monster and follow up with melee attacks + Divine Smite. This will deal huge amounts of damage and kill them in a few hits if not instantly. Hold Person upcasted can hit multiple targets, so it's even more deadly.
- You can continue repeating Command each turn via bonus action and use actions for weapons attacks. This way enemies are forced to do what you tell them without any options.
Remember Command does not cost a Concentration slot, so you can have other spells activate at the same time.
Conclusion
Thank you for reading the Bardadin - Paladin Bard multiclass build for Baldur's Gate 3. We went through the progression of the build, what spells to take, and how to utilize flourishes with Divine Smites for the highest damage.
Cheers!
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