Welcome to the best Sorcadin Build for BG3 (Sorcerer Paladin Multiclass Build). This multiclass build excels in both spellcasting and melee combat. Paladin benefits from higher-level spell slots for more powerful smites, while Sorcerer adds Metamagic, offering versatile spellcasting when needed.
Table of Contents:
- Sorcerer Paladin Build Overview
- Character Creation – Level 1
- Sorcadin Levelling Guide (2-12)
- Sorcadin Best Equipment
- Sorcadin Extra Info
- Sorcadin Build FAQ
BG3 Sorcerer & Paladin Multiclass Build Strengths & Weaknesses:
SORCADIN PROS
SORCADIN CONS
Sorcerer & Paladin Multiclass Build Overview
For our Sorcadin Build, we are combining the Sorcerer class with the Paladin. The Sorcerer class allows you to boost your spells with powerful Metamagic features.
The Paladin gives you prowess with melee weapons and allows you to wear armour. You will also unlock powerful Smite spells to boost your damage with weapons.
This means we have to be sure that the payoff of adding new classes to your build is worth it, because every level of a secondary class reduces the highest level we can reach with our primary class.
In this Sorcerer and Paladin Multiclass Build, we’ll be combining the following classes:
Here is a quick overview of which class we pick when, this is important!
Sorcadin Character Creation (Level 1)
In this section, we will guide you through the best starting choices for creating your BG3 Sorcerer & Paladin Multiclass Build.
Starting Class (Paladin)
We’ll start by choosing the Paladin class. The Sorcerer elements of the build will be added later.
The Paladin starts the game with the following features, which we’ll build on over the course of this guide:
Best Race
While this build will work fine with any race in the game, there are a few choices that stand out above the rest and can be chosen if you want to optimize the build as much as possible. Here are the five best race choices for the Sorcadin Build:
| Race | Strengths | Info |
|---|---|---|
Half Orc
|
|
Gets an additional damage die when landing a Critical Hit with a melee weapon (3 dice instead of the usual 2). This makes for a nice boost to your melee damage potential.
You also get Darkvision, Intimidation Proficiency (a good fit since we have high Charisma) and can resist being downed once per Long Rest. |
Duergar |
|
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
Wood Elf |
|
Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game when enemy mages love to spam this spell. |
|
Zariel Tiefling |
|
Gets Resistance to Fire Damage, Darkvision, and unlocks the Searing Smite and Branding Smite spells after a few levels up.
You can, of course, already get these spells from the Paladin class, but having them from your race means that you can cast them without needing a Spell Slot once per Long Rest, which is handy. |
|
Dragonborn, Any |
|
Dragonborns get access to a special Breath attack they can use once per Short Rest, which deals elemental damage in a directional AoE. They also get 50% Resistance to the same element. The damage element in question depends on which Dragonborn variant you choose.
The Fire and Poison variants are slightly better because many enemies attack with these damage types, making resistance to them more valuable. But don’t let this stop you from using whichever type of Dragonborn you like the most. Since we’ll be spending a lot of time in melee, the Dragonborn Breath attacks can fit in quite nicely with the Paladin playstyle. |
Half-Orc
Gets an additional damage die when landing a Critical Hit with a melee weapon (3 dice instead of the usual 2). This makes for a nice boost to your melee damage potential.
You also get Darkvision, Intimidation Proficiency (a good fit since we have high Charisma) and can resist being downed once per Long Rest.
Intimidation Proficiency
Darkvision
Savage Attacks
- You roll an extra damage dice when you crit
Relentless Endurance
- Once per Long Rest, restore to 1 HP instead of being
Downed
- Once per Long Rest, restore to 1 HP instead of being
Duergar
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres).
- Can wear
Medium Armour
- Can wield axes and hammers
Dwarven Resilience
Advantage against
Poisoned
- Resistance to
Poison Damage
Superior Darkvision
Duergar Resilience
Advantage on
Saving Throws against illusions
Advantage against
Charmed and
Paralysed
Duergar Magic
Enlarge (Level 3)
Invisibility (Level 5)
Wood Elf
Wood Elves are a great choice for most build types in BG3, thanks to their superior movement speed. Natural Proficiency in Perception is always useful, and immunity to magical Sleep will help you out a lot, especially in the early game when enemy mages love to spam this spell.
- Proficiency in
Stealth and
Perception
- Extra Weapon Proficiencies:
Shortswords
Longswords
Shortbows
Longbows
Fey Ancestry
Advantage against
Charmed
- Immune to
Magical Sleep
Darkvision
Fleet of Foot – 1.5 metres of extra Movement Speed
Zariel Tiefling
Gets Resistance to Fire Damage, Darkvision, and unlocks the Searing Smite and Branding Smite spells after a few levels up.
You can, of course, already get these spells from the Paladin class, but having them from your race means that you can cast them without needing a Spell Slot once per Long Rest, which is handy.
- Resistance to
Fire Damage
Darkvision
- Tiefling Magic
Thaumaturgy (Level 1)
Searing Smite (Level 3)
Branding Smite (Level 5)
Dragonborn, Any
Dragonborns get access to a special Breath attack they can use once per Short Rest, which deals elemental damage in a directional AoE. They also get 50% Resistance to the same element. The damage element in question depends on which Dragonborn variant you choose.
The Fire and Poison variants are slightly better because many enemies attack with these damage types, making resistance to them more valuable. But don’t let this stop you from using whichever type of Dragonborn you like the most.
Since we’ll be spending a lot of time in melee, the Dragonborn Breath attacks can fit in quite nicely with the Paladin playstyle.
- Draconic Ancestry – Depending on which Dragonborn variant you choose, you’ll gain:
- Resistance to an elemental damage type
- A special AoE elemental breath attack
Background & Skills
For your Sorcerer/Paladin Multiclass Background, we recommend choosing Soldier.
The Soldier background gives us the following Skill Proficiencies:
You can manually choose two other Skills in addition to those granted by your Background. These choices are restricted to the Paladin Skill list.
We ideally want to focus on Strength and Charisma skills, but there aren’t many available. We went with Persuasion and
Insight.
If you’re a Human, you’ll get one extra unrestricted Skill Choice, which you should put in any remaining Charisma Skill.
Ability Points
Strength will be our most important ability for the Sorcadin Build, because it’s used to determine the accuracy and damage of your melee attacks.
This is closely followed by Charisma, which is used to determine the effectiveness of our spellcasting. We will be focusing on this ability above all others.
The final important ability is Constitution, which increases our Hitpoints and improves our Concentration Checks.
Strength – 16 Points
- Makes your melee attacks stronger and more accurate.
- Improves jump distance and carry weight.
Dexterity – 10 Points
- Affects your Initiative (how early you move in the turn compared to other characters).
- While high Initiative is good, other Abilities are more important for this build.
- We’ll be using Heavy Armour, so increasing Dexterity won’t buff your Armour Class.
Constitution – 14 Points
- Increases Max HP.
- Helps you to maintain Concentration Spells when you take damage.
- Provides some resistance to a wide range of debilitating debuffs.
Intelligence – 8 Points
- Not relevant for our build.
Wisdom – 10 Points
- Used in some Saving Throws.
- Low priority.
Charisma – 16 Points
- Boosts our Cantrips, Spells and dialogue checks.
| Ability | Points | Why it matters |
|---|---|---|
| 16 | Boosts melee attacks, jump distance and carry weight. | |
| 10 | Low priority for our build because we’re using Heavy Armour. | |
| 14 | Important: Increases HP and helps Concentration checks for spells. | |
| 8 | Not relevant for our build. | |
| 10 | Helps with some Saving Throws. Low importance for this build. | |
| 16 | Boosts Cantrips, Spells and dialogue checks. |
Subclass – Oath of Vengeance
You must choose your Paladin subclass immediately. The recommended choice is Oath of Vengeance, because you’ll get automatic access to a couple of useful spells. You can also use the powerful Abjure Enemy feature to make a foe easier to hit.
However, the build will still work fine if you decide to use a different Paladin subclass.
BG3 Paladin Sorcerer Multiclass Build Levelling Guide (2-12)
Now, we are going to look at how to level up your Sorcadin Build for Baldur’s Gate 3.
Early-Game Levelling (2-4)
In this section, we’ll cover the first four levels.
Level 2
The Paladin class unlocks quite a lot of additional features at Level 2:
Level 3
You get another generous helping of new features when you reach Paladin Level 3:
Level 4
At Level 4, you get one more spell and a Feat to boost your Sorcadin’s combat prowess.
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Sorcerer Paladin Multiclass Build will become much more powerful, accessing a wider array of spells.
Level 5
At Level 5, we get quite a few new features and can access second-level spells.
Level 6
This is the final Paladin level we’ll add before switching to Sorcerer levels. You’ll get a strong new defensive feature and another spell.
Level 7
We will now switch to adding Sorcerer levels to the Sorcadin build. From this point onwards, all remaining levels will be Sorcerer ones. See the image above if you don’t know how to add a different class to your build.
You will gain the following Sorcerer features:
Subclass – Shadow Magic
You must choose your Sorcerer subclass immediately. We’re going with Shadow Magic because it will synergise well with our melee playstyle and a magical weapon that we’ll acquire later on. But you can safely use a different subclass if you want; all four are viable.
Level 8
At this level, you’ll unlock a new resource called Sorcery Points. These are spent to activate Metamagic powers, and can be replenished by Long Resting. You’ll also gain +1 Sorcery Point at every Sorcerer Level up.
Metamagic – Choose 2:
You can also unlock a new spell. We recommend:
Late-Game Levelling (9-12)
As we move into the final few levels for the Sorcerer and Paladin Multiclass Build, you’ll continue to gain new spells and features that ramp up your character’s power.
Level 9
Here, you’ll get quite a lot of new features. It’s a very important level for us, because we’ll unlock a magical weapon and we need to respec our character to optimise it properly. See below for details.
You can choose another Sorcerer spell to learn:
Attacks with the Shadow Blade have Advantage against lightly or heavily obscured targets, so you can combo this with Eyes of the Dark: Darkness, allowing you to create a cloud that blinds and obscures your enemies, but doesn’t affect your Sorcadin.
Level 10
At this level, you will get another Feat to improve your Sorcadin’s stats, and another new spell.
First, let’s choose a new spell:
Level 11
We’ll now add the fifth level of the Sorcerer class to our Sorcadin Build.
This is quite a simple level in terms of what you unlock. As usual, you get a new Sorcery Point. Besides that, you get one more spell.
Level 12
For the final level, we will add the sixth Sorcerer level to the Sorcadin Build.
We will get some new features from the Shadow Magic subclass, along with a new spell.
BG3 Sorcadin Build Equipment
Now, let us take a look at some of the equipment choices you can make for your BG3 Sorcerer & Paladin Multiclass Build.
Don’t worry if you miss out on some of the items. Just enjoy your playthrough and try to view this as a wishlist rather than a precise blueprint. The names of the most essential, build-defining items are written in Bold Italic.
Early Game Equipment
This is the early-game gear setup that you can use for your Sorcerer/Paladin Multiclass Build. You don’t need to get all the items, but the build will perform better if you find most or all of them. You can find these items in Act 1 or early Act 2. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Helmet of Smiting |
|
Found in the Selunite Outpost |
| Cloak | Any/None |
|
N/A | |
| Chest | ![]() |
Adamantine Splint Armour |
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Must be crafted at the Adamantine Forge. |
| Gloves | Gloves of the Growling Underdog |
|
In Dror Ragzlin’s treasure stash, behind the locked gate in Shattered Sanctum | |
| Boots | ![]() |
Disintegrating Night Walkers |
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Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Broodmother’s Revenge |
|
Looted from Kagha in the Druid Grove. | |
| Ring 1 | ![]() |
Caustic Band |
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Sold by Derryth Bonecloak in the Underdark |
| Ring 2 | Strange Conduit Ring |
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In an elegant chest in the Inquisitor’s Chamber of Creche Y’llek | |
| Melee Weapon | ![]() |
Blooded Greataxe |
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Purchased from either Grat the Trader in the Goblin Camp or Roah Moonglow in Shattered Sanctum |
| Ranged Weapon | Any Ranged Weapon |
|
N/A |
While the most powerful items in BG3 are mostly found in late Act II and Act III, there are still some really good options to be found earlier in the game. We have focused on items that boost your attack damage and defenses.
Most notably, the Gloves of the Growling Underdog make your attacks much more accurate and will mostly negate the Attack Roll penalty from the Great Weapon Master Feat.
This extra accuracy, combined with the additional damage from Caustic Band,
Strange Conduit Ring, and
Broodmother’s Revenge, gives you excellent early-game damage. Just ensure you have a good weapon too, like the
Blooded Greataxe or something similar.
The Adamantine Splint Armour and
Disintegrating Night Walkers work together to make your Sorcadin very tanky and mobile – these items are so good that they’ll remain viable for the whole game.
One final note about the Broodmother’s Revenge – at this stage of the game, it is tricky to reliably activate the item’s bonus damage. You may want to temporarily replace it for that reason. But don’t sell it, because later in the game, we can combine it with another item that will activate it every turn.
Endgame Equipment
The endgame gear for the Sorcadin can be obtained either in late Act 2 or Act 3 of Baldur’s Gate 3. If you manage to complete all the items below, you will be an unstoppable force of power. Essential items are written in Bold Italic.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | Helmet of Arcane Acuity |
|
In a trapped and locked chest in the hidden basement of the Masons’ Guild in Act II. | |
| Cloak | Cloak of Displacement |
|
Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing. | |
| Chest | ![]() |
Adamantine Splint Armour |
|
Must be crafted at the Adamantine Forge. |
| Gloves | ![]() |
Gauntlets of Hill Giant Strength |
|
Taken from a pedestal in the archive of the House of Hope. |
| Boots | ![]() |
Helldusk Boots |
|
Found in Gortash’s personal chest at the top of Wyrm’s Rock Fortress |
| Necklace | Broodmother’s Revenge |
|
Looted from Kagha in the Druid Grove. | |
| Ring 1 | ![]() |
Ring of Regeneration |
|
Sold by either Rolan or Lorroakan’s Projection in Sorcerous Sundries |
| Ring 2 | Band of the Mystic Scoundrel |
|
In a backpack in the Jungle, accessed by beating Akabi’s game in the Rivington Circus. | |
| Melee Mainhand | Shadow Blade |
|
Summoned with the |
|
| Melee Offhand | Ketheric’s Shield |
|
Looted from Ketheric Thorm in the Mind Flayer Colony. | |
| Ranged Weapon | Any Ranged Weapon |
|
N/A |
Here is a summary of how these items work together to boost this Sorcadin Build for Baldur’s Gate 3:
Sorcadin Build Extra Info
Here is some extra information that will help you to get the most out of this Sorcerer & Paladin Multiclass Build in Baldur’s Gate 3.
How to Play this Sorcadin Build
Early-Game Basics
In the early part of the game, the Sorcadin only has the Paladin class, so playing it is very simple because there are no multiclassing synergies to be aware of.
Be sure to use your Smite spells and subclass actions like Abjure Enemy to efficiently take down high-priority targets.
From level 4, you can use Great Weapon Master to get bonus damage against enemies at the cost of some Attack Roll accuracy. You can partially negate this penalty when you obtain the Gloves of the Growling Underdog.
Maximising the Build for Mid-Late Game
Remember to respec once you unlock the Shadow Blade – you won’t need Great Weapon Master anymore, so it’s important to swap it for something else like Savage Attacker. The Duelling Fighting Style gives you an extra 2 damage per hit with your Shadow Blade.
Remember to upcast the Shadow Blade up to Fifth Level to get the maximum amount of damage.
Keep an eye on how many stacks of Arcane Acuity you acquire from the Helmet of Arcane Acuity. The Band of the Mystic Scoundrel makes it much easier to make proper use of this buff, by allowing you to cast a spell with a Bonus Action after you make a weapon attack.
Once you’ve built up enough stacks of Arcane Acuity, you should be able to stun enemies with a very high success rate, using spells like Hold Person and
Command.
Sorcadin Build Illithid Powers (optional)
Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Sorcadin Build:
Sorcadin Build FAQs
Here are some frequently asked questions related to the BG3 Lore Sorcerer & Paladin Multiclass Build. Most of these questions have already been answered in the guide itself.
- What’s the best race for a Sorcerer Paladin Multiclass Build?
- What roles can the Sorcadin fill in my party?
- What abilities are most important for the Sorcadin?
- Which Sorcerer and Paladin subclasses should I use?
FAQ: What’s the best race for a Sorcerer Paladin Multiclass Build?
While any race will work just fine for this build, the best options are:
- Half-Orc – Deals more damage when you land a Critical Hit, making the Half-Orc the best race in the game for a melee heavy-hitter.
- Wood Elf – Very high mobility, resistance to effects like magical sleep and Charm, innate Darkvision. The extra Movement Speed is an underrated bonus that allows you to outrun foes.
- Duergar – Gives you innate Superior Darkvision. Allows you to wear Medium Armour. Gives you Resistance to Poison Damage and Advantage against the Poisoned, Charmed and Paralysed effects. This wide range of bonuses makes the Duergar very tough.
For more info about the best races, see the Best Race section above.
FAQ: What roles can the Sorcadin fill in my party?
The Sorcadin is primarily a melee heavy-hitter who can also use spells to buff their own damage or lock down enemies with stuns and debuffs.
It can also do a decent job of healing allies when needed, but ideally, this job should be done by a Cleric or Druid.
FAQ: What Abilities are most important for the Sorcadin?
- Strength is the most important ability for the Sorcadin. It boosts the damage and accuracy of your melee weapon attacks.
- Charisma is also very important. It is used to determine the success rate of your spells and helps in dialogue checks.
- Constitution should always be at least 14 for any build in Baldur’s Gate 3, and this one is no different. This gives you a necessary baseline of HP, and helps you to resist a wide range of hostile effects with Constitution Saving Throws. It also helps you to keep Concentration on spells when you take damage.
FAQ: Which Sorcerer and Paladin subclasses should I use?
- For the Sorcerer, I recommend the Shadow Magic subclass for this build. The Hound of Ill Omen will help you out in melee by distracting enemies and can restore Sorcery Points to you. You can also see in all forms of darkness and summon clouds of magical darkness that give you a big advantage over enemies, especially when you get the Shadow Blade later in the game. However, all four Sorcerer subclasses work fine with this build.
- For the Paladin, I opted for the Oath of Vengeance because you get a couple of features that are particularly handy for a melee heavy hitter, such as Abjure Enemy which makes your attacks more accurate against a chosen target. But once more, all of the Paladin subclasses work okay. There is nothing essential rooted in either of these two subclasses.

























