Best BG3 Bardadin Build – Bard Paladin Multiclass Build
Welcome to the best Bardadin Build for BG3 (Bard Paladin Multiclass Build). This multiclass build excels in both spellcasting and melee combat, and can attack enemies multiple times and stun them on the same turn.
The Bardadin can acheive almost 100% success chance on its stun spells. Combined with its high melee damage, this makes it a real handful for enemies.
This build is up to date with the latest version of BG3 (Patch 8). Visit our BG3 Builds Database page for more builds. You can find out how this build measures up to other Multiclass Builds on our BG3 Multiclass Builds Tier List.
Table of Contents:
- Bard Paladin Build Overview
- Character Creation – Level 1
- Bardadin Levelling Guide (2-12)
- Bardadin Best Equipment
- Bardadin Extra Info
- Bardadin Build FAQ
BG3 Bard & Paladin Multiclass Build Strengths & Weaknesses:
BARDADIN PROS
BARDADIN CONS
Bard & Paladin Multiclass Build Overview
For our Bardadin Build, we are combining the Bard class with the Paladin. The Bard class gives you access to a wide range of supportive magic and debuffs, giving your party an edge over enemies.
The Paladin gives you prowess with melee weapons and allows you to wear heavy armour. You will also unlock powerful Smite spells to boost your damage with weapons.
BG3 Multiclass Explainer:
- How it works: New classes can be added as you level up. They are added on a level-by-level basis.
- Example: If you are a level 6 Paladin and decide to add 1 Bard level, you will only get the features of Bard level 1.
- Example 2: If you want the features of a level 6 Paladin and Bard, you need to be max level and add 6 levels of each class.
Pro Tip: It’s usually best to choose subclasses that work together easily. For example, the Paladin and Bard go well together because they both use Charisma as their spellcasting attribute.
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 Bardadin Multiclass Build, we’ll be combining the following classes:
- The Paladin has proficiency with a wide array of weapons and can wear any armour in the game, making them excellent in melee.
- Paladins also unlock powerful Smite spells, infusing their weapon with elemental damage in exchange for a Spell Slot.
- We’ll take two Paladin levels, sufficient to unlock
Divine Smite and a Fighting Style.
- We’ll focus most on the Bard class. It gives you a good selection of spells, particularly spells for supporting your team and debuffing enemies.
- For the best synergy with Paladin, we are using the College of Swords subclass, which gives you special weapon actions.
- We’ll use 10 levels of the Bard class, giving access to most of its spells and features.
Here is a quick overview of which class we pick when, this is important!
Bardadin Levelling Progress Overview
- Level 1: Paladin 1 (Oath of Vengeance)
- Level 2: Paladin 2
- Level 3: Bard 1
- Level 4: Bard 2
- Level 5: Bard 3 (College of Swords)
- Level 6: Bard 4
- Level 7: Bard 5
- Level 8: Bard 6
- Level 9: Bard 7
- Level 10: Bard 8
- Level 11: Bard 9
- Level 12: Bard 10
Bardadin Character Creation (Level 1)

In this section, we will guide you through the best starting choices for creating your BG3 Bard & Paladin Multiclass Build.
Starting Class (Paladin)
We’ll start by choosing the Paladin class. The Bard elements of the build will be added later.
The Paladin starts the game with the following features:
Core Paladin Features
- Item Proficiency – Martial Weapons, All Armour, Shields
- Channel Oath – You gain one Channel Oath charge and a Channel Oath ability derived from your chosen subclass.
- Lay on Hands – You can use Lay on Hands charges to heal allies who are within touching distance.
- Subclass Choice – You must choose your Paladin subclass.
We’ll explain what to choose for these options below.
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 Bardadin 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. |
|
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 Bardadin’s 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.
- 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 Bardadin’s 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
If you don’t know what we mean by terms like Advantage, Proficiency or Saving Throw, or want to find out how systems like Stealth work, you will find our BG3 Hidden Mechanics Guide very useful.
Background & Skills
For your Bard/Paladin Multiclass Background, we recommend choosing Soldier.
The Soldier background gives us the following Skill Proficiencies:
Soldier Background
Athletics
A Strength skill that makes you better at pushing characters and increases your resistance to enemies’ pushes. This is important because it’s one of the only skills in the game with a combat impact.
Intimidation
A Charisma-based Skill that will sometimes appear as a Dialogue option, allowing you to scare NPCs into doing what you want.
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
Dexterity will be our most important ability for the Bardadin 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.
The final important ability is Constitution, which increases our Hitpoints and improves our Concentration Checks.
Later in the game, we’ll also get a higher Strength score, but this will be done with potions and equipment rather than by assigning the points.
Strength – 10 Points
- Improves jump distance and carry weight.
- Unimportant for now. Later in the game, we’ll boost it with equipment.
Dexterity – 16 Points
- Improves your attack damage and accuracy (requires a weapon with the Finesse property)
- Affects your Initiative (how early you move in the turn compared to other characters).
- Boosts Armour Class, unless you are wearing Heavy Armour.
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 |
|---|---|---|
| 10 | Unimportant for now. Will be buffed later on with equipment. | |
| 16 | Increases weapon damage (requires a Finesse weapon). Boosts Armour Class and Initiative. | |
| 14 | 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. |
Important Tips:
- The “Even Number” Rule: In Baldur’s Gate 3, only even numbers (12, 14, 16) increase your ability modifier. This means an 11 is functionally the same as a 10, so we aim for even numbers to maximize efficiency.
- Concentration is Key: Many important Bard and Paladin spells (like
Hold Person or
Haste) require Concentration. A high Constitution helps ensure you don’t lose your spell just because you took a hit.

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.
Oath of Vengeance Features
Inquisitor’s Might – You or an ally’s weapon deals bonus
Radiant Damage equal to your Charisma Modifier for the next 2 turns. Costs a Channel Oath charge and a
Bonus Action.- More features will be unlocked as you level up.
BG3 Paladin Bard Multiclass Build Levelling Guide (2-12)
Now, we are going to look at how to level up your Bardadin 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:
Paladin Actions
- Infuse your weapon attack with 2d8
Radiant Damage (3d8 against fiends and undead). - While technically not a spell, using this still costs a Level 1 Spell Slot.
Fighting Style
You can choose one Fighting Style to boost your character.
For the time being, we’re using Defence, which will give you an additional +1 Armour Class whenever you are wearing armour.
While it sounds like a small buff, +1 Armour Class makes it significantly harder for enemies to hit you, especially later in the game when your base Armour Class is already quite high.
It also helps to make up for the fact that we won’t be equipping a Shield.
Paladin Spells
You can now learn some Paladin spells and gain two Spell Slots to cast them with.
We recommend choosing the following spells:
- 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.
- Attempt to force the target to carry out a command on their turn. Some useful options include telling them to stay put and do nothing, drop their weapon, or fall to the ground.
- While this only lasts for 1 turn, it doesn’t require Concentration, so it can be safely used in conjunction with any spell in the game.
- Infuses your weapon with extra
Thunder Damage. - Pushes your target 3m away and possibly knocks them
Prone. - If you miss, your 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.
- Infuses your weapon with extra
Psychic Damage, possibly
Frightening your target. - Good for locking down an enemy for a while.
- If you miss, your spell slot and Bonus Action are not consumed.
- Your weapon is imbued with heat, dealing additional
Fire Damage on impact.
Level 3

At level 3, we will add the first level of the Bard class. Check the image above if you don’t know how to add a new class to your build.
Bard Starting Features
- Inspire an ally.
- They can add 1d6 to an Attack Roll, Ability Check or Saving Throw.
Bard Cantrips
You can choose two Cantrips. We recommend:
- Deals 1d4
Psychic Damage. - Imposes
Disadvantage on their next Attack Roll.
- Summons a spectral hand that can manipulate objects from a distance.
- This Cantrip is not very important; you can choose a different one if you prefer.
Bard Spells
You can choose four Bard spells to unlock. We recommend these options:
- Enemies in the area are illuminated. Any
Invisible enemies are revealed. - Attacks against affected targets have
Advantage.
- Increases the movement speed of the target until their next Long Rest.
- Can be cast for free outside of combat.
- Does not require Concentration.
- Cast it on your whole party after each Long Rest to boost everyone’s speed!
- Deals
Thunder Damage in a conal area. - Knocks back targets, unless they roll a Strength Saving Throw.
- Can knock enemies off ledges for extra falling damage.
- Heal yourself or an ally.
- Uses a
Bonus Action, so you can attack or cast another spell on the same turn.
Level 4
We will continue adding Bard levels for the rest of the game. At level 4 (second Bard level), you unlock the following:
New Bard Spell
Choose one more Bard spell to unlock:
- You can communicate with animals until your next Long Rest.
- Can be cast for free outside of combat.
- If someone else in your party already has this, choose any other spell you like.
New Bard Features
You get a couple of new features from the Bard class at this level:
- Restore your party’s HP and resources as though you had performed a Short Rest.
- This effectively gives you three Short Rests per Long Rest, instead of the usual two.
- Especially useful on Tactician and Honour difficulties, where Long Resting consumes more Camping Supplies.
- Add half of your Proficiency Bonus (rounded down) to ability checks you aren’t Proficient in.
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Bard 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.
New Bard Features
Expertise
- Choose two Skills you are Proficient with.
- Your Proficiency Bonus will be doubled for the chosen Skills.
- We went with
Athletics and
Persuasion, but it’s up to you.
New Bard Spell
You now have access to Second-Level spells, and can choose one to unlock. Our recommendation is:
- The target suffers
Fire Damage and must roll a Constitution Saving Throw. - If they fail the Saving Throw, they are
Disarmed. - If they succeed on the Saving Throw, they still take full damage, and their Attack Rolls with the affected weapon have
Disadvantage. - Only works on targets who either have a metal weapon or metal armour.
- If the target is still touching the affected item, you can reapply the damage on subsequent turns, if you maintain Concentration.
This is one of the best spells in BG3 because it deals damage and will cause problems for the enemy even if they succeed their Saving Throw.
Bard Subclass – College of Swords
You must choose the subclass for the Bard part of the build. We recommend choosing the College of Swords, because it has the best synergy with this build’s melee-focused playstyle.
College of Swords grants these features:
- Increases your
Armour Class by 4 if you hit the target.
- Attack 2 enemies at once, if they are close to one another.
- Push the target back 6m.
- Teleport to the target after attacking.
Fighting Style
- You can choose another Fighting Style.
- We recommend
Two-Weapon Fighting, which adds your Ability Modifier to the damage of off-hand weapon attacks.
Level 6

The next Bard level allows you to choose a Feat for your Bardadin Multiclass Build.
New Bard Spell
You can choose one more Bard spell to unlock. We recommend:
- Stun a humanoid target, freezing them in place.
- They will roll a Saving Throw every turn to try to break the stun.
- Any melee attack made against the target will be a guaranteed Critical Hit.
New Feat
- Recommended choice: Ability Improvement.
- Put both the extra points into Dexterity.
- This will boost your Weapon Damage Rolls, Attack Rolls and Armour Class by +1.
Level 7
The next Bard level improves your Bardic Inspiration and unlocks more powerful spells.
New Bard Spell
You can now use Third-Level Bard Spells. Unlock the following:
- An AoE that can be cast at medium range.
- You can choose from several variants, dealing elemental damage or sending multiple enemies into a magical sleep.
New Bard Features
A couple of new Bard features are unlocked at this level:
- Your
Bardic Inspiration charges now replenish on both Short and Long Rests. - This lets you use your Flourish actions more often.
- You now use a 1d8 die for all
Bardic Inspiration abilities. - Improved from the basic 1d6 die.
Level 8
We’ll continue to add Bard levels to the Bard Paladin Multiclass Build, unlocking more important features.
New Bard Spell
- Enemies within 9 metres who can see you must succeed on a Wisdom Saving Throw.
- If they fail the throw, they are forced to drop their weapons and run away.
- While
Fearful, enemies have Disadvantage on Ability Checks and Attack Rolls. - This debuff is much stronger than
Frightened, which just roots the enemies in place.
You can also unlock a new spell. We recommend:
New Bard Features
- You and allies within 9m have
Advantage on Saving Throws against
Charmed and
Frightened.
- You can now perform two mainhand weapon attacks per
Action. - This feature comes from the College of Swords subclass.
Late-Game Levelling (9-12)
As we move into the final few levels for the Bard and Paladin Multiclass Build, you’ll continue to gain new spells and features that ramp up your character’s power.
Level 9
We’ll continue adding more Bard levels to the build. At Level 9 (Bard level 7), you gain access to higher-level magic.
New Bard Spell
- A strong AoE debuff spell.
- Muddles the minds of enemies, causing them to run around aimlessly, attack their allies or just do nothing.
- They will roll a Wisdom Saving Throw every turn to try to shake off the effects.
Level 10

At this level, you will get another Feat to improve your Bardadin’s stats, and another new spell.
First, let’s choose a new spell:
New Bard Spell
- Snap an ally out of any stun, and prevents Difficult Terrain from slowing them down.
- The target cannot be
Paralysed or
Restrained by magical means. - You must be in melee range of your ally to use this spell.
- Alternatively, you can get the
Dimension Door spell, which allows you to teleport yourself and a nearby ally.
New Feat
- Choose: Savage Attacker
- From now on, your damage dice will be rolled twice, automatically using the highest of the two rolls.
- This significantly increases your average weapon attack damage.
Level 11
You’ll unlock even stronger spells at Level 11.
New Bard Spell
- The same effect as
Hold Person, but it can apply to any enemy instead of just humanoid ones. - While the spells are similar, I don’t recommend removing
Hold Person because that spell can be cast with lower spell slot levels (which are more abundant), and most of your enemies are humanoids.
Level 12

For the final level, we will add another Bard level. This will give you an additional improvement to your Bardic Inspiration abilities and allow you to unlock three new spells.
New Bard Spell
You can choose one more spell from the Bard list to unlock. We recommend:
- Heal your whole party by up to 24HP each with just one spell.
- This is a low-priority spell. You can choose one of the other options instead if you prefer.
New Bard Features
Expertise
- Choose another 2 Proficient Skills and double your Proficiency Bonus for them.
- Good options include
Intimidation,
Deception,
Performance and
Sleight of Hand.
- Your
Bardic Inspiration actions now use 1d10 dice. - Most importantly, this boost applies to your Flourish attacks.
- Allows you to choose two spells from outside the Bard spell list.
- The preferred options for the Bardadin Build are:
Banishing Smite – Deals up to 50
Force Damage (plus normal attack damage) and possibly
Banishes the target for 2 turns.
Lightning Bolt – Deal up to 64
Lightning Damage in a narrow linear AoE in front of you. Can be upcast for more damage.
- Strong alternatives are
Spirit Guardians,
Hunger of Hadar,
Counterspell,
Warden of Vitality and
Haste. We are somewhat spoiled for choice here with so many strong spells on offer. - Note: If no one else in your party has
Haste or
Counterspell, you may want to consider grabbing them here, because these spells are pretty much essential to include in your BG3 party.
BG3 Bardadin Build Equipment

Now, let us take a look at some of the equipment choices you can make for your BG3 Bard & 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.
Some of the items are quite expensive – you may be interested in our BG3 Infinite Gold Guide to help you afford them all.
Early Game Equipment
This is the early-game gear setup that you can use for your Bard/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 | Diadem of Arcane Synergy |
|
Carried by Ardent Jhe’rezath in the Inquisitor’s Chamber, Githyanki Creche. | |
| Cloak | Any/None |
|
N/A | |
| Chest | ![]() |
Adamantine Splint Armour |
|
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 |
|
Looted from True Soul Nere in Underdark – Grymforge |
| Necklace | Broodmother’s Revenge |
|
Looted from Kagha in the Druid Grove. | |
| Ring 1 | ![]() |
Caustic Band |
|
Sold by Derryth Bonecloak in the Underdark |
| Ring 2 | Strange Conduit Ring |
|
In an elegant chest in the Inquisitor’s Chamber of Creche Y’llek | |
| Mainhand Weapon | Knife of the Undermountain King |
|
Sold by Jeera in the Githyanki Creche | |
| Offhand Weapon | ![]() |
Hunter’s Dagger |
|
Sold by Roah Moonglow in Shattered Sanctum |
| Ranged Weapon | Bow of Awareness |
|
Sold by Roah Moonglow in Shattered Sanctum |
Head:
Diadem of Arcane Synergy
- When you inflict a condition, gain 2 turns of
Arcane Synergy - Adds your spellcasting modifier to your weapon attacks
- Carried by Ardent Jhe’rezath in the Inquisitor’s Chamber, Githyanki Creche.
Cloak: Any/None
- No good options this early in the game
Chest:
Adamantine Splint Armour
- Enemies cannot land Critical Hits on you
- Reduces all incoming damage by 2
- Melee attackers are sent
Reeling, reducing their Attack Rolls by 1 - Must be crafted at the Adamantine Forge.
Hands:
Gloves of the Growling Underdog
- +1 to Strength
Saving Throws
Advantage on melee Attack Rolls when surrounded by 2 or more foes.- In Dror Ragzlin’s treasure stash, behind the locked gate in Shattered Sanctum
Feet:
Disintegrating Night Walkers
- Cast
Misty Step for free every Short Rest - Immune to
Enweb,
Entangle and
Ensnare - Can’t slip on Grease or Ice
- Looted from True Soul Nere in Underdark – Grymforge
Necklace:
Broodmother’s Revenge
- When you are healed, your next attack deals an extra 1d6
Poison Damage. - Can be triggered once per turn.
- Looted from Kagha in the Druid Grove.
Ring 1:
Caustic Band
- Your weapon attacks deal an additional 2
Acid Damage - Sold by Derryth Bonecloak in the Underdark
Ring 2:
Strange Conduit Ring
- When Concentrating on a spell, your weapon attacks deal an additional 1d4
Psychic Damage. - In an elegant chest in the Inquisitor’s Chamber of Creche Y’llek
Mainhand Weapon:
Knife of the Undermountain King
- Reduce the number needed to roll a Critical Hit by 1.
- When your damage die lands on 1 or 2, reroll it and take the highest result.
Advantage on Attack Rolls against obscured enemies.- Sold by Jeera in the Githyanki Creche
Offhand Weapon:
Hunter’s Dagger
- Chance to
Rupture enemies on hit, causing them to take damage when they move. - Sold by Roah Moonglow in Shattered Sanctum
Ranged Weapon:
Bow of Awareness
- Improves your Initiative, allowing you to move earlier in the turn.
- Sold by Roah Moonglow in Shattered Sanctum
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 in most fights.
This extra accuracy, combined with the additional damage from
Caustic Band,
Strange Conduit Ring, and
Broodmother’s Revenge, gives you excellent early-game damage.
The
Adamantine Splint Armour and
Disintegrating Night Walkers work together to make your Bardadin 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 Bardadin 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 | ![]() |
Bhaalist Armour |
|
Sold by Echo of Abazigal |
| 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 | ![]() |
Duellist’s Prerogative |
|
Awarded by Lora Bergauz for completing the Save Vanra quest |
| Melee Offhand | Empty |
|
N/A | |
| Ranged Weapon | Hellrider Longbow |
|
Sold by Ferg Drogher in Rivington. He will not sell you anything if Shadowheart is in the party, unless she sided with Shar. |
Head:
Helmet of Arcane Acuity
- +1 to Dexterity
Saving Throws - Dealing damage with a weapon attack grants
Arcane Acuity for 2 turns.
Arcane Acuity gives +1 to Spell Attack Rolls and Spell Save DC for each remaining turn.- Can stack up to 10 turns.
- In a trapped and locked chest in the hidden basement of the Masons’ Guild in Act II.
Cloak:
Cloak of Displacement
- Every turn, enemies have
Disadvantage on Attack Rolls against you. - Effect ends when you take damage, but is renewed at the start of your next turn.
- Sold at Danthelon’s Dancing Axe in Wyrm’s Crossing.
Chest:
Bhaalist Armour
- Enemies within 3m become vulnerable to
Piercing Damage, unless they are immune to it. - +2 bonus to Initiative.
- Only available if you ally with Bhaal.
- You can use an exploit to try to obtain it without allying Bhaal. Pickpocket the ghost that spawns (switch character mid-dialogue) while you are being judged by Sarevok.
- Sold by Echo of Abazigal
Hands:
Gauntlets of Hill Giant Strength
- Increase your
Strength to 23 - +1 to Strength
Saving Throws - Once this is equipped, do a Respec and put all your Strength points into other Abilities
- Taken from a pedestal in the archive of the House of Hope.
Feet:
Helldusk Boots
- You are immune to Difficult Terrain
- You cannot be forcibly moved by enemy spells or actions
- You can use
Hellcrawler to teleport and deal
Fire Damage - Found in Gortash’s personal chest at the top of Wyrm’s Rock Fortress
Necklace:
Broodmother’s Revenge
- When you are healed, your next attack deals an extra 1d6
Poison Damage. - Can be triggered once per turn.
- Looted from Kagha in the Druid Grove.
Ring 1:
Ring of Regeneration
- You heal 1d4 HP at the start of every turn.
- Activates Broodmother’s Revenge
- Sold by either Rolan or Lorroakan’s Projection in Sorcerous Sundries
Ring 2:
Band of the Mystic Scoundrel
- Hitting a creature with a weapon attack allows you to cast an Illusion or Enchantment spell with a
Bonus Action. - In a backpack in the Jungle, accessed by beating Akabi’s game in the Rivington Circus.
Melee Mainhand:
Duellist’s Prerogative
- Reduces the number needed for a Critical Hit by 1 (if your offhand is empty).
- Gives you an extra
Reaction. - When you hit an enemy, spend a
Reaction to deal
Necrotic Damage equal to your Proficiency Bonus.
Dueller’s Enthusiasm: Spend a
Bonus Action to make an additional attack.- We are using this weapon because it deals
Piercing Damage, so it works with the Bhaalist Armour. Make sure to respec and change your Two-Weapon Fighting style to Duelling. - Awarded by Lora Bergauz for completing the Save Vanra quest
Melee Offhand: Empty
- We need to keep this hand free to get the extra crit from Duellist’s Prerogative. It lets you attack with a
Bonus Action anyway, so an offhand weapon is not required.
Ranged Weapon:
Hellrider Longbow
- Gives you a +3 boost to Initiative.
- This is a large boost and means you’ll go first most of the time.
- Sold by Ferg Drogher in Rivington. He will not sell you anything if Shadowheart is in the party, unless she sided with Shar.
Here is a summary of how these items work together to boost this Bardadin Build for Baldur’s Gate 3:
Attacking Items:
Helmet of Arcane Acuity – Makes your spells much more likely to succeed once you’ve built up a few stacks of the
Arcane Acuity buff.
Bhaalist Armour – Doubles your Piercing Damage against nearby enemies. This is the biggest single damage buff available in BG3.
Gauntlets of Hill Giant Strength – Sets your Strength to 23, giving you a Strength Modifier of +6. This boosts your weapon attacks and accuracy as much as possible.
Broodmother’s Revenge – Gives you extra Poison damage when you get healed. Once you have the
Ring of Regeneration, this is automatically activated every turn.
Duellist’s Prerogative – Deals good damage, gives you a bonus attack every turn, and benefits from the Bhaalist Armour’s boost to Piercing Damage.
Defensive Items:
Cloak of Displacement – Makes you much harder to hit with Attack Rolls.
Ring of Regeneration – Gives you a small amount of healing every turn.
Mobility & Utility:
Helldusk Boots – Protects you from Difficult Terrain and enemy actions that attempt to forcibly move you. You can teleport using
Hellcrawler
Band of the Mystic Scoundrel – Allows you to cast Enchantment and Illusion spells with a
Bonus Action. Great for casting a debuff or stun spell like
Hold Person after making your weapon attacks.
Hellrider Longbow – Allows you to move earlier in the turn order.
Bardadin Build Extra Info
Here is some extra information that will help you to get the most out of this Bard & Paladin Multiclass Build in Baldur’s Gate 3.
How to Play this Bardadin Build
Early-Game
To begin with, you will struggle with a low spell success rate. This is unavoidable because there just aren’t many items to boost your Spell Save DC until later in the game. Therefore, for the start of the game you should focus on dealing damage with your dual-wielded shortsword/dagger.
Keep an eye out for opportunities where your spell success rate is decent – anything about 75% may be worth using, especially when you’ve obtained the Diadem of Arcane Synergy.
Despite these early limitations, once you’ve collected all of the items in the early-game table (or at least most of them), you will nevertheless be a formidable melee combatant with accurate and deadly attacks.
Late-Game
The more gear you find from the late-game table, the more the Bardadin Build will come alive.
Once you have the Hemlet of Arcane Acuity, make a few attacks at the beginning of combat (using the Haste buff if possible so you can make more attacks per turn). Once you have racked up a few stacks of Arcane Acuity, your spells will have a very high success chance. With the Band of the Mystic Scoundrel, you can cast Hold Person with a Bonus Action. Upcast it to use it against several targets when needed.
Speaking of Hold Person, remember that you get guaranteed melee critical hits against anyone stunned by this spell.
The combo of Bhaalist Armour and Duelist Prerogative is the final cherry on top of this build, because you will get insanely good weapon damage from this.
If you don’t get the Bhaalist Armour in your playthrough, you can choose to run a dual-wield or great weapon setup instead – just remember to respec and change your Fighting Style if needed.
Mirror of Loss
If you successfully acquire a buff from the Mirror of Loss during your playthrough, you should put the extra points into either Dexterity (gives extra melee damage and accuracy, Armour Class and Initiative) or Charisma (improves your spellcasting).
If you don’t know what the Mirror of Loss is or how to use it, you may be interested in our Mirror of Loss Guide. The Mirror can give up to three additional Ability Points to all members of your party, making it very strong.
Bardadin 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 Bardadin Build:
- Allows you to deal extra damage to a target when you are Concentrating on a spell, potentially also healing if the target is Concentrating too.
- When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4 Psychic Damage to nearby enemies.
- This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
- This can be used to reach hard-to-get-to places or change positions in combat.
- Use this to keep your Bardadin safe from enemy attacks, so your Concentration won’t get disrupted as easily.
- This power creates an area-based effect that pulls in and slows targets.
- It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.
Pro Tip: Try getting the Haste buff from a Potion of Speed or the Haste spell (lets you perform 2 Actions on one turn), then casting Black Hole and then Hunger of Hadar to cause a world of pain for a group of enemies.
- This is a top-tier reaction from the Illithid Powers skill tree in BG3.
- This allows you to deal psychic damage when a nearby enemy casts a spell.
- This is especially useful if the target is casting a Concentration Spell.
- The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.
Bardadin Build FAQs
Here are some frequently asked questions related to the BG3 Bard & Paladin Multiclass Build. Most of these questions have already been answered in the guide itself.
- What’s the best race for a Bard Paladin Multiclass Build?
- What roles can the Bardadin fill in my party?
- What abilities are most important for the Bardadin?
- Which Bard and Paladin subclasses should I use?
FAQ: What’s the best race for a Bard 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. 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 Bardadin fill in my party?
The Bardadin 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 Bardadin?
- Dexterity is the most important ability for the Bardadin. It boosts the damage and accuracy of your melee weapon attacks, as well as your Armour Class and Initiative.
- 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 Bard and Paladin subclasses should I use?
- For the Bard, I recommend the College of Swords subclass for this build. The special Flourish attacks synergise nicely with our melee playstyle.
- For the Paladin, I opted for the Oath of Vengeance, but it’s not super important because we’re only taking a couple of Paladin levels for this build.
Related Guides for Baldur’s Gate 3
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