Welcome to the Paladin Build for Baldur’s Gate 3. The Paladin is primarily a hybrid melee and spellcaster class that can act as the backbone of your party. They get access to unique spells that use Lay on Hand and Oath Charges. The Paladin Build BG3 works for both PC and Console (PS5/XBOX Series X/S).

For this build, we’ll be using the Oath of Ancients subclass of the Paladin, which specializes in channeling the powers of the natural world to hinder enemies and aid allies.

Table of Contents:

More Paladin Subclass Builds for BG3 can be found here:


Pros

  • Good melee fighter
  • Can empower weapon strikes with smite spells
  • Good at buffing or healing allies
  • Great gear combos with healing
  • Can wear Heavy Armour
  • Very good at staying alive
  • Spellcasting ability

Cons

  • Can use ranged weapons, but not great with them
  • Fairly linear Class Progression
  • No access to powerful late-game magic

Lay on hands spell bg3 paladin build


BG3 Paladin Class Guide

Paladins are great melee fighters and they also have access to healing spells from the start of the game. They can also cure party members, this will be often needed. Especially if you are new to the game you are likely to get cursed and poisoned a lot. Paladins are best played in melee but you can also equip a ranged weapon and use it if really needed. However, in most cases there are just better things you can do than attack with your ranged weapon.

Paladins class-specific mechanic is your Oath. You have access to one Oath Charge and Lay on Hands Charges that can be used to cast Paladin specific spells like for example the Healing Radiance action (Oath Charge) or the Lay on Hands spell (Lay on Hands Charge). You will always only have one Oath Charge available. BUt you will get more Lay on Hands Charges when you level up your Paladin Build in BG3. Lay on Hands Charges can be replenished after a long rest, whereas Oath Charges can be replenished after a short rest.

At level 2 you also get access to your Divine Smite spell. This allows you to infuse your next weapon attack with a lot of extra Radiant Damage. This is even more powerful if used against Undead or Fiends. When you level up further you will gain access to even more powerful Smite spells.

We are using the Duelling Fighting Style and therefore our best option is a one-handed weapon with a shield. In the equipment section of the Paladin Build we are going to showcase early game and endgame gear that you can obtain in BG3.

Additionally, our Oath of the Ancients Paladin Build gets access to the Misty Step spell at level 5. This will increase our mobility quite a bit because now we can simply teleport to a specific location instead of having to move there. You can use your Oath Charges to cast Misty Step.

To summarize, the Paladin is a fierce melee fighter that can infuse weapons to hit even harder and also has super high mobility thanks to spells like Misty Step. The Paladin can also cast plenty of healing spells and cure group members. And because you have Spell Slots, Lay on Hand Charges and an Oath Charge you can use a good mix of spells without running out too fast.

Oath of the Ancients Subclass

Our BG3 Paladin Build’s subclass of choice is the Oath of the Ancients. Oath of the Ancients is by far the best option for our setup because it has by far the best healing capabilities in the game for the Paladin. Already at level 1 you get access to Healing Radiance which is an AoE healing action that gets continuously stronger with higher levels.

At level 3 we gain Speak with Animals, Ensnaring Strike, Nature’s Wrath and Turn the Faithless. This allows us to speak to animals and restrict enemies. At level 5 we get a huge increase in mobility thanks to Misty Step and we get the powerful spell Moonbeam. Misty Step is one of the best spells to increase our mobility, because now we can simply teleport to enemies and attack them from behind.

At level 7 we gain the powerful Aura of Warding. This applies Resistance to damage spells to allies, basically halving incoming damage. This is incredibly powerful. At level 9 we get Protection from Energy and Plant Growth for our Oath of the Ancients subclass. This will further increase damage reduction and hinder enemy movement.

To summarize, the main reason why the Oath of the Ancients is our subclass of choice is because it gives us access to powerful AoE healing through Healing Radiance and the Aura of Warding halves incoming spell damage for the whole group if you stand inside the aura. Additionally, Misty Step increases our mobility tenfold and Moonbeam is a great damage spell.

Divine Smite Paladin Build Baldurs Gate 3


Character Creation (Level 1) for BG3 Paladin Build

In this section, we’ll walk you through the Character Creation process for the BG3 Paladin Build. Here we’ll explain the basics of how the Paladin works and how it should be built, along with the best race, skills, abilities, spells, etc.

Background

The most important Abilities for this Paladin Build are Strength and Charisma, so it’s a good idea to choose a Background that gives you Proficiency with Skills that are based on those two Abilities. Examples of suitable Backgrounds include:

  • Soldier – Athletics (STR) and Intimidation (CHA)
  • Entertainer – Acrobatics (DEX) and Performance (CHA)
  • Outlander – Athletics (STR) and Survival (WIS)

Race

While in Early Access, your race choice was a very important component of your build, this is no longer the case, since your race has no bearing on your Ability scores, which are the most important factor at play. This gives players more freedom to choose any race and class combination that they wish, without having to worry about being pigeon-holed into a “meta” race for their class.

However, there are still some useful passive features sourced from your race and subrace, which may be of advantage when it comes to the Paladin build. Some interesting options are:

  • Half-Orc – Gains three damage dice (rather than two) upon landing a Critical Hit in melee, and heals by 1 upon reaching 0 HP instead of being downed.
  • Wood Elf or Wood Half-Elf – Gains very high movement speed, great for getting into the required position and outrunning enemies.
  • Strongheart Halfling – Rerolls a die whenever they roll a 1. This makes a Critical Miss extremely unlikely. Also has Resistance to Poison and Advantage in Saving Throws against Poison. Suffers from low Movement Speed, though.
  • Gold Dwarf – Gains Proficiency in a wider variety of Weapons, including axes and hammers, and gains 1 extra HP per level. Also suffers from low Movement Speed.
  • Gnome, Any – Gains Advantage on Intelligence, Wisdom and Charisma saving throws. Useful for a character that needs to tank a lot, like the Paladin. Low Movement Speed.

If you don’t feel like choosing any of these races then do not worry, these are just suggestions and the impact of race is quite small in the post release version of Baldur’s Gate 3.

Abilities

We need to attain high Charisma to improve our Spellcasting, and high Strength for our Melee attacks. Constitution is also fairly important – it’s usually advised to have at least 14 points in this to make sure you have a decent amount of HP. Constitution is also taken into account on Concentration Checks (if the effects of an ongoing Concentration Spell will continue after you take damage). While many of our builds recommend putting points in Dexterity to improve your Armour Class, this is not required here since the Paladin can wear Heavy Armour.

Go for an Ability Allocation that looks something like this:

  • 16 Strength
  • 12 Dexterity
  • 14 Constitution
  • 8 Intelligence
  • 8 Wisdom
  • 16 Charisma

Skills

The Paladin can choose two additional Skills to be Proficient with, choosing from the following:

  • Athletics (STR)
  • Insight (WIS)
  • Intimidation (CHA)
  • Medicine (WIS)
  • Persuasion (CHA)
  • Religion (INT)

Try to use a combination of your selected Background and your two free Skill choices to make sure you have Athletics, Intimidation and Persuasion covered. These Skills are the best match for the Abilities that this build will be focused on. See the image below for an example of how we did it.

Baldur's Gate 3 Paladin Build Skills

Paladin Actions

The Paladin has two types of special class actions.

First is Lay on Hands, a powerful healing action that consumes Lay on Hands Charges when used. When depleted, you must take a Long Rest to replenish the charges. You will sometimes gain additional charges when you Level Up. Lay on Hands can be cast with the following variants:

  • Lay on Hands: Cure – Imbue your hands with divine power to cure all diseases and poisons affecting a creature. Uses 2 charges.
  • Lay on Hands: Lesser Healing – Imbue your hands with divine power to heal an ally for (Paladin level x 2). Uses 1 charge.
  • Lay on Hands: Greater Healing – Imbue your hands with divine power to heal an ally for (Paladin level x4). Uses 2 charges.

Additionally, you gain access to Channel Oath Abilities. The exact Channel Oath abilities available to you will depend on your subclass. For now, we just get 1 Channel Oath Charge, which must be replenished via a Long Rest, but again more can be gained from leveling up.

Subclass

The Paladin has to choose its Subclass during Character Creation, from the Class menu. For this build we’ll be going with the Oath of Ancients subclass.

For now, this just gives us one extra Channel Oath ability, Healing Radiance. This is a very powerful ability that heals the entire party, as long as they’re in range. Even better, it’s a Bonus Action, which means you can still make an attack on the same turn that you use it.

We’ll unlock more Oath of Ancients Abilities as we level up.

Baldur's Gate 3 Paladin Build Abilities


Leveling Progress for BG3 Paladin Build

Now we are going through the whole leveling process from level 2 to max level 12. If you follow this you will have a great paladin build for your character. You can of course change things here and there and the build will still work just fine.

Level 2

The Paladin Build starts off with many of its class features unavailable, but fear not, at Level 2 we already start to see this change.

First of all you’ll get two First Level Spell Slots, allowing you to cast two Spells per Long Rest.

Next, you unlock the Divine Smite Spell, which lets you spend a Spell Slot to infuse your next Melee Weapon Attack with 2-16 Radiant Damage. Fiends and Undead will take an additional 1-8 damage.

You’ll need to select a Fighting Style for your Paladin Build at Level 2. Although we’re going to be using a Shield for this build, we recommend choosing the Duelling option. This will give a +2 bonus to your Damage Rolls when using your melee weapon. The problem with the Protection Fighting Style is the very short range of the effect – it encourages your party to bunch close together to impose Disadvantage on attacking enemies, and this often isn’t the best option.

You’ll be able to select a number of Prepared Spells here too. The formula for the exact number is (1 + Charisma Modifier), and this will be recalculated each time you level up. For now, if you have 15 Charisma you’ll get three Spells, and if you have 16 or 17 Charisma you’ll get four Spells.

We recommend choosing the following Spells:

  • Compelled Duel – Use a divine command to compel an enemy to attack only you. The target gains Disadvantage on Attack Rolls against anyone but you. Requires Concentration. This spell is effectively a taunt, allowing your Paladin to act as a tank for your Party. Since you can only have one Concentration effect active at a time, it’s not possible to taunt multiple enemies by casting the spell again on subsequent turns.
  • Divine Favour – Your prayer empowers you with divine radiance. Your weapons deal an additional 1-4 Radiant Damage. Requires Concentration. This Spell only consumes a Bonus Action, so you can attack your opponent on the same turn after casting the spell.
  • Thunderous Smite – Your weapon rings with thunder as you strike, pushing your target 3m away and possibly knocking them Prone. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. You can sometimes use this to knock enemies off ledges or cliffs for extra fall damage, potentially one-shotting them.
  • Wrathful Smite – Your weapon absorbs your wrath as you strike, possibly Frightening your target. If the spellcaster misses the initial Attack, the spell slot and are not consumed. Frightened Enemies are unable to move so this is a great way to lock down a dangerous enemy for a while.

Note that if you don’t have a Cleric like Shadowheart in your party, then it’s a good idea to ditch one of the latter two spells for now and use Bless instead, which is a vital buff spell for improving your allies’ Attack Rolls and Saving Throws in tough fights.


Level 3

At Level 3 you gain the Divine Health passive effect, giving immunity to disease. You also gain another Spell Slot, bringing your total to three.

You’ll gain two new Oath of Ancient actions for your BG3 Paladin Build:

  • Nature’s Wrath – Invoke Primaeval Forces to Restrain an enemy for 10 turns. They cannot move, Attack Rolls against them have Advantage, and their Attack Rolls and Dexterity Saving Throws have Disadvantage. Does not require Concentration. Consumes one Channel Oath Charge.
  • Turn the Faithless – Channel your Oath using ancient words to Turn nearby fey and fiends for 3 Turns. They are forced to flee from you, and cannot willingly move within 9 metres of you. The effect will end early if they take damage. Consumes one Channel Oath Charge.

Note that Nature’s Wrath does not require Concentration, so if you need to immobilize an enemy but already have a Concentration spell ongoing (or plan to cast one) then this is the ability you’ll want to use.

Finally, you’ll gain another two Spells from your subclass. These are:

  • Speak with Animals – Gain the ability to comprehend and verbally communicate with beasts.
  • Ensnaring Strike – Your attack summons thorny vines, possibly Ensnaring your target, in addition to the standard Weapon Damage of the attack. Ensnared creatures cannot move and take 1-6 Piercing damage at the start of each turn. An ally can use its Help action to try and tear away the vines. Requires Concentration.

Speak with Animals is great for discovering things about the world that you would otherwise miss. Ensnaring Strike is a more powerful immobilise effect than Nature’s Wrath, as it also damages the target each turn. So if you aren’t Concentrating on another Spell and don’t plan to do so soon, then this is the preferred option.


Level 4

At Level 4, you’ll need to choose a Feat for your Paladin Build. Feats are strong passive features that can be used to enable a specific build, or simply provide additional Ability buffs.

Choose the Ability Improvement Feat, which will give you 2 extra Ability Points to spend. Put both of the points into Charisma, to improve the efficacy of your Spellcasting.

You’ll also gain an extra Lay on Hands Charge at this level, taking your total amount up to 4.

The formula to determine how many Spells you can Prepare at once is also slightly changed here. It is now (2 + Charisma Modifier). This, combined with the Charisma Ability Improvement above, should unlock two additional Spells. However, we advise that you wait until Level 5 before allocating these, since we’ll unlock more powerful Second Level Spells at that point.


Level 5 Paladin Build for Baldur’s Gate 3 PS5/PC

At Level 5, your Paladin Build becomes considerably more powerful.

First of all, you gain an extra attack, which is fairly self-explanatory. Being able to make two attacks each turn is going to massively improve your potential damage output.

You gain another First Level Spell Slot, taking your total up to 4, and you also get two Second Level Spell Slots.

As mentioned at Level 4, you should be able to choose two additional Spells now, so we can grab a couple of Second Level Spells right away! We recommend going for the following options:

  • Aid – Heals the entire party for 5 HP, and also increases their Maximum HP by 5 until the next Long Rest. This is obviously very useful for improving everyone’s survivability, and it’s definitely worth casting this soon after your Long Rest.
  • Branding Smite – Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible. If the spellcaster misses the initial Attack, the spell slot and Bonus Action are not consumed. This is great for keeping tabs on tricky enemies who are likely to start sneaking around.

Please note that Zariel Tieflings will already get the Branding Smite Spell at Level 5, so if this applies to you then choose another spell that you like.

The Paladin also unlocks two new Spells from your subclass at Level 5 (these don’t need to be Prepared like those mentioned above):

  • Misty Step – Surrounded by silver mists, you teleport to an unoccupied space you can see within 18m. Great for teleporting to an advantageous position or getting out of trouble.
  • Moonbeam – Call down a silvery beam of pale light that deals 2-20 Radiant damage to any creatures that enter it or start their turn in the light. You can use an action to move the beam 18m. On a successful save, targets still take half damage. Requires Concentration.

Moonbeam is a very powerful AOE spell, since you can keep moving it each turn to follow enemies around, as long as you maintain Concentration.


Level 6

At Level 6, you’ll unlock the Aura of Protection Action. When activated, you and allies within 3 meters of you will have your Charisma Modifier added to their Saving Throws. This helps to protect your team against enemy spells and effects, and will improve the longevity of everyone it applies to. However, the fairly small AOE does make this difficult to use in some situations.

That’s pretty much all you get at Level 6, so there’s not much else to talk about in this section.


Level 7

At Level 7, the Paladin Build gains the following features:

  • Another Second Level Spell Slot, bringing your total to three.
  • Aura of Warding – You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious.

Aura of Warding is another useful action to use in fights where there are dangerous spellcasters among the enemies. Halving the damage of hostile spells is really a massive bonus, so keep this in mind when you’re facing a tough fight.


Level 8

At this Level, you’ll need to choose another Feat for your character.

If your Charisma is still at 19, then choose the Resilient Feat and use it to improve your Charisma to 20. This will also give you Advantage with Charisma Checks.

However, if your Charisma was already improved to 20 or above via another source, then you can instead get Ability Improvement again, and use it to improve your Strength to 18. This will make your melee weapon attacks stronger and more accurate.


Level 9

At Level 9 you will unlock third level Spells, and recieve two third level Spell Slots so you can begin casting them.

The following spells are great options to pick up here:

  • Revivify – Allows you to resurrect a fallen ally, without needing to use a revivication scroll.
  • Crusader’s Mantle – Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1-4 Radiant damage.
  • Warden of Vitality – While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. This is especially good as it doesn’t require Concentration and lets you heal your team with a Bonus Action, allowing you to continue making attacks and concentrating on another spell.

You’ll also unlock two spells from your subclass. Once again, these spells do not need to be prepared:

  • Protection from Energy – Touch a creature to grant it 50% Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.
  • Plant Growth – Weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.

Level 10

At Level 10, you’ll earn the Aura of Courage for your Paladin Build in BG3. This is another aura spell, this time allowing you to give you and your allies immunity to becoming Frightened. The aura disappears if you fall Unconscious.

You will also get another Lay on Hands Charge at level 10, along the usual HP increase.


Level 11

At this Level, you gain Improved Divine Smite, a nice buff to the Divine Smite feature we unlocked way back at Level 2. This basically adds another damage die to your Divine Smite, meaning it can now do 3-24 damage per hit.

You’ll also earn an extra Third Level Spell Slot, taking your total up to three. And like always, your HP also increase.


Level 12

You have now reached the maximum level for your BG3 Paladin Build! At Level 12, it’s time to select one final Feat for your character. We recommend choosing the Savage Attacker Feat, which will allow you to roll two damage dice on your weapon attacks, choosing the highest one for your damage value. This will considerably improve the damage from your melee attacks, and fits in nicely with the Paladin’s playstyle of smiting enemies at close range.

If you struggle with health points often in combat, you could also select the Tough Feat, which will increase your HP by 24.


BG3 Paladin Build Equipment

Now let us take a look at the equipment for our Paladin Build in Baldur’s Gate 3. The early game gear can be obtained in Act 1 and early Act 2. The Endgame gear is mostly from the end of Act 2 and Act 3.

Early Game Gear

The early game equipment for the BG3 Paladin Build can be found in Act 1 or at the start of Act 2. Don’t sweat it if you can’t find some of the items. Your build will work fine without any of these. The only thing you need to have is a melee weapon that isn’t versatile or two-handed. We can’t use two-handed or versatile because of the Dueling passive that will give us two extra damage on non-versatile and non-two-handed weapons.

 

Now let’s take a look at where you can get the early game gear for the Paladin.

Helmet of Smiting

The Helmet of Smiting can be found inside a chest at the Selunite Outpost in the Underdark. You get a +1 to Constitution Saving Throws and when you apply a condition with one of your Smite spells, you gain Temporary Hit Points equal to your Charisma modifier. And because our Charisma is pretty high you get a lot of THP.

The easiest way to get there is through the Goblin Camp front door into the Shattered Sanctum. Then from there enter the Defiled Sanctum and go downstairs, open the hidden wall via the hidden lever (Perception Check). Now you can enter the Underdark and get right into the Selunite Outpost where the helmet can be found. Don’t forget to activate the Waypoint there too.

For an in-depth guide on Underdark passages please read the How to Enter the Underdark.

Cloak of Protection

The Cloak of Protection is one of the few cloaks in BG3 that you can get right at the start of Act 2. This item can be purchased by Quartermaster Talli in Last Light Inn, it doesn’t cost that much either so it is a good pick. The cloak gives you extra +1 Armour Class and +1 Saving Throw.

You can also read our in-depth guide on How to get the Cloak of Protection in BG3 which explains everything in detail.

Adamantine Splint Armour

The Adamantine Splint Armour is one of the best Heavy Armour you can acquire and you already get to do that in Act 1 of Baldur’s Gate 3. While wearing the Adamantine Splint Armour enemies can’t land a critical hit on you and all incoming damage is reduced by 2. Additionally, if an enemy is hitting you with a melee attack they will get the Reeling condition (Recovering from a terrible blow or hitting a strong metal. -1 penalty to Attack Rolls for every turn remaining.)

The armour can be obtained during the Adamantine Forge quest. While progressing the game you will naturally end up in this location, but you could still miss it. While this armour has a long process of getting it, it is still totally worth it because of how powerful the equipment is. The Adamantine Forge is located in the Grymforge. You reach the Grymforge via a boat in the Underdark. The fights are tough, come prepared.

Additionally, to craft the Adamantine Splint Armour you need Splint Mould and Mithral Ore which you also all find in the Grymforge area (marked on the map).

Chain Mail +1 (Easy to get)

You can get the Chain Mail +1 earlier and without much hassle. This is also a good starter option. When you are inside the Druid Grove go talk to Dammon the Blacksmith, you can buy it from him. The only requirement is that you are level 4 for the heavy armour to show up.

Hellrider’s Pride Gloves

The Hellrider’s Pride gloves are great for our early-game Paladin gear. Whenever you heal someone, they gain Resistance to Bludgeoning, Piercing, and Slashing damage dealt by weapon attacks. So it is basically a free protection buff that is applied to the healed creature. Additionally, you also get +1 Strength Saving Throws.

You can get the Helldrider’s Pride gloves from Zevlor inside the Secluded Chamber that you reach through the Druid Grove as a reward for completing the Save the Refugees quest.

Hellrider’s Pride works great in combination with The Whispering Promise ring.

Note: There are also Paladin-specific gloves called Gloves of Heroism worth picking up.

Boots of Aid and Comfort

The Boots of Aid and Comfort are great together with Hellrider’s Pride and The Whispering Promise because they all synergize with each other. The boots give you 3 Temporary Hit Points when you heal a target.

You can buy them from Grat the Trader inside the Goblin Camp in Act 1 of BG3. Sometimes traders won’t have all items available at the same time. You can use a Long Rest to reset the traders items, you don’t need to use any camp supplies. You might have to try several times until the item shows up.

Amulet of Restoration

The Amulet of Restoration is a great early game amulet for the BG3 Paladin Build. It gives you the Healing Word and Mass Healing Word spell. You can the Amulet of Restoration from Derryth Bonecloak after you complete her quest in the Myconid Colony in the Underdark (Guide: How to enter the Underdark).

Ring of Protection

The Ring of Protection is a really good ring that you can obtain early in Act 1. The ring gives you a +1 to Armour Class and +1 to Saving Throws. You get the ring by completing the Steal the Sacred Idol quest. To start the quest head into the Tiefling Hideout in the Druids Grove and talk to Mol. She is the gang leader and wants you to steal the Idol of Silvanus. The Idol is used as a ritual in the middle of the Druid, it won’t be easy to steal it.

The Whispering Promise

The Whispering Promise ring applies Blessed to a healed creature. Giving them a 1d4 bonus to Attack Rolls and Saving Throws for 2 turns. This ring synergizes well with Hellrider’s Pride and Boots of Aid and Comfort.

You can buy them from Grat the Trader inside the Goblin Camp in Act 1 of BG3. Brem inside the Zhentarim Hideout also has the item. Roah Moonglow also has the item. Sometimes traders won’t have all items available at the same time. You can use a Long Rest to reset the trader’s items.

Shortsword +1

The Shortsword +1 is a good starter weapon. Roah Moonglow is selling the weapon inside the Shattered Sanctum. If you do not see the weapon in her wares, then take a Long Rest (Don’t need to spend supplies) and return to the Roah. This should reset her items, and the Shortsword+1 should appear. You might have to do this several times because trader inventory is random.

You can also read our in-depth guide on How to get the Shortsword +1 in BG3 to get a detailed walkthrough on how to obtain the sword.

Shield of Devotion

The Shield of Devotion is a very rare shield that can be obtained at the start of Act 2. It gives you Shield Bash, when a foe attacks you in melee you can use your Reaction to knock them Prone. You also gain an additional Level 1 Spell Slot and the Aid Abjuration spell. Lastly, it also gives you an extra 2 Armour Class.

Until then just use whatever shield you can find for your Paladin.

Once again, don’t sweat it too much if you can’t find all of the items. The build works just fine without these. Having these special items is basically just the cherry on top.


Endgame Gear

Below you can find the best endgame gear setup for our BG3 Paladin Build with the Oath of Ancients subclass. You might notice that you often see two options, this is because some of the items are very hard to get or are already likely equipped by another group member.

There are plenty of amazing items that you can get. I want to point out that the Helldusk Boots are my favorite gear piece here because they will once again increase our movement by a lot.

 

Now let’s see where you can get the endgame gear for your Paladin Build in Baldur’s Gate 3:

Helm of Balduran

The Helm of Balduran is a legendary item that is one of the most powerful items in Baldur’s Gate 3. It gives you the following perks:

  • Critical Strike Immunity: Attackers can’t land Critical Hits on the wearer.
  • Balduran’s Vitality: The helmet heals you 2 Hit Points at the beginning of every turn.
  • Balduran’s Favour: You have a +1 bonus to Armour Class and Saving Throws.
  • Stun Immunity: You cannot be Stunned.

You can get the Helm of Balduran by defeating Ansur in the Dragon’s Sanctum. You get there by going through the secret passage in the Wyrm’s Rock Prison. You open the secret passage by turning off the two torches. You get into the prison either through a crack in the wall or through the main building of Wyrm’s Rock Fortress. To get into the Dragon’s Sanctum you have to solve some puzzles in the Wyrmway first.

You can also read our in-depth guide on How to get the Helm of Balduran in BG3 to get a detailed walkthrough.

Note: Another good option would be the Grymskull Helm. The helmet is dropped by the boss Grym in the Adamantine Forge. You can also simply keep using the Helmet of Smiting.

Mantle of the Holy Warrior

The Mantle of the Holy Warrior fits our Paladin theme perfectly. You get the Crushader’s Mantle spell when you have this cloak equipped. You radiate holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4 Radiant Damage.

The cloak is sold by Vicar Humbletoes at the Stormshore Tabernacle in Act 3.

Adamantine Armour

See the Adamantine Armour section in the early game gear. Alternatively, you can also use the Helldusk Armour, but this is likely being worn by a character that doesn’t already have access to heavy armor proficiency (Guide: How to get the Helldusk Armour in BG3)

The Reviving Hands

The Reviving Hands are powerful very rare gloves that you can obtain in Act 3 of Baldur’s Gate 3. When you heal someone, they gain Blade Ward. You then only take half the damage from Bludgeoning, Piercing and Slashing attacks. When you revive someone, they gain Death Ward. Instead of dying again, you will drop to 1 HP and remain conscious.

The gloves also give you the Revivify spell and +1 Strength Saving Throws.

The Reviving Hands can be found in the Lower City of Baldur’s Gate 3 at the Stormshore Tabernacle store. You can buy them from Vicar Humbletoes.

Gauntlets of Hill Giant Strength (Alternative)

The Gauntlets of Hill Giant Strength are another great alternative for gloves, but they are likely already equipped by another BG3 Build you have. Gauntlets of Hill Giant Strength are very rare gloves that boost your Strength up to 23, which is very high. They are located in the House of Hope in the Archive alongside the Amulet of Greater Health and the Orphic Hammer.

To get to the House of Hope you need to successfully perform the ritual to open the portal upstairs in the Devil’s Fee house in the lower city. Be prepared, tough fights ahead!

Helldusk Boots

The Helldusk Boots are very rare boots that you can acquire in Act 3. You cannot be forcibly moved by a foe’s spells or actions, and you ignore the effects of Difficult Terrain. And even more important, you get the Hellcrawler action. Think of this as a secondary Misty Step, now you can teleport up to 18m and deal fire AoE damage. This will once again improve our mobility by a huge amount.

The Helldusk Boots can be found in Lord Enver Gortash’s personal chest at the upper levels of Wyrm’s Rock Fortress. The upper levels can be reached through the gate at the main floor. Best to bring some Invisibility potions to pull this off without alarming everyone in the fortress.

Amulet of Greater Health

The Amulet of Greater Health is another item that is immensely powerful. It will boost your Constitution score to 23, increasing your health tremendously. Like the Gauntlets of Hill Giant Strength and Orphic Hammer it can also be found inside the Archive in the House of Hope that you reach via Devil’s Fee.

You can also read our in-depth guide on How to get the Amulet of Greater Health in BG3.

Ring of Regeneration

The Ring of Regeneration lets you restore 1-4 Hit Points at the beginning of your turn. The ring synergizes well with The Reviving Hands, Hellrider’s Pride, The Whispering Promise and Boots of Aid and Comfort. You could sort of create a chain reaction with all these items if you want to.

The Whispering Promise

We are using The Whispering Promise which we also used in the early game setup. The synergy effect in combination with the other gear we use is just too good to pass up.

Devotee’s Mace

The Devotee’s Mace is a legendary item and is actually fairly easy to get. It has a +3 Enchantment and gives you the Healing Incense Aura, which triggers even more healing at the start of your turn to you and nearby allies and will trigger effects of your other gear items as well. It also deals extra Radiant Damage.

You get the Devotee’s Mace by reaching level 10 with a Cleric Build. Select Divine Intervention: Arm Thy Servant and cast it to obtain the Devotee’s Mace for free.

Tip: You can only cast Divine Intervention once per playthrough. Instead of using it with Shadowheart, you can summon a Cleric Hireling at level 10 and let him cast it. That way Shadowheart (Cleric) will still have the Divine Intervention for later.

Blood of Lathander (Alternative)

Another alternative is the Blood of Lathander. This is another incredibly powerful legendary item that you can obtain quite early in your playthrough in Act 2. It has a +3 Enchantment on it. Once per Long Rest, when your hit points are reduced to 0, you regain 2-12 hit points. Allies within 9m also regain 1-6 hit points.

It also allows you to cast Sunbeam, which is an incredibly powerful spell that deals Radiant AoE damage. Additionally, the mace also sheds holy light in a 6m radius, blinding fiends and undead. This is crazy strong, because in Act 2 we will meet plenty of fiends and undead!

Location: The Blood of Lathander can be found inside the Rosymorn Monastery. The easiest way to get there is if you take the Mountain Pass route in Act 1. Now you can make your way straight to the Rosymorn Monastery. Now you have to either go through the Monstery or take the back entrance into Creche Y’llek where you will find a lot of Githyanki soldiers. Once inside you have to get past the Githyanki Captain encounter and into the portal.

Keep going and once you are in the last room you have to turn to the left and walk towards the corner. You will see two statues that you have to turn into the right position to open the hidden door. This will allow you to enter the Secret Chamber and you can obtain the Blood of Lathander. This is extremely easy to miss, a lot of people won’t have this weapon in their first playthrough.

Viconia’s Walking Fortress

The Viconia’s Walking Fortress is the best shield that you can get in BG3. Like always, When someone hits you with a melee attack, you can use your Reaction to deal 2d4 Force damage and knock them Prone. You also gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage.

You also the Warding Bond spell and the Reflective Shell action. Warding Bond allows you to ward an ally and they gain Resistance to all damage and a +1 bonus to Armour Class. Reflective Shell allows you to reflect projectiles back to the enemy.

Location: You can get the Viconia’s Walking Fortress inside the House of Grief in the lower city. Through the backdoor you can get into the Cloister of Sombre Embrace where you need to defeat Viconia and loot the shield from her.

Note: If you want to check out all paladin-specific equipment that you can find in the game, then please view the Paladin Class Specific Items Guide for BG3.


Paladin Build Tips & Tricks for BG3 PS5/PC

Since we have a few different Concentration Spells with this build, it’s important to stay mindful of which ones require Concentration and which ones don’t. Remember that casting a Concentration Spell will immediately end the effects of your previous Concentration Spell, if they were not already broken.

On a similar topic, taking damage while Concentrating on a spell will always subject you to a Concentration Check, and failing the Check will end the spell. It’s good to be mindful of this when you have a lot of enemies nearby – it might not be a good idea to cast a Concentration Spell with the intention of keeping it active for a long time, if you’re currently dealing with multiple melee assailants.

The Paladin makes for a good synergy with a Warlock, who can cast Hex on an enemy to reduce their Strength, reducing their chances of performing a Strength Save against your Ensnaring Strike or Nature’s Wrath.


Overpowered Paladin Gear Combo in BG3

The Oath of Ancients Paladin Build for BG3 allows you to set up a powerful gear combination that causes chain reactions.

The following items trigger on healing:

All of these above are triggered by:

This should simply give you an idea of how you could build a gear combo in Baldur’s Gate 3. Of course for certain spots there are better items that you can equip, we don’t use all of the above listed for our setup but this should give you a good idea of what you can theoretically pull off with the right gear for your BG3 Paladin Build.


More Baldur’s Gate 3 Builds

If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.