Best BG3 Lockadin Build – Warlock Paladin Mutliclass Build
Welcome to the Best Lockadin Build Guide for BG3 (Warlock Paladin Multiclass Build). This build takes the melee prowess of the Paladin and further enhances it with the Warlock class, giving you access to a wider range of spells and allowing you to attack three times per Action, rather than the usual two.
The combination of the Lockadin’s melee dominance and astute spellcasting makes it one of the most versatile and deadly multiclass combinations available in Baldur’s Gate 3.
Table of Contents:
- Warlock Paladin Build Overview
- Character Creation – Level 1
- Lockadin Levelling Guide (2-12)
- Lockadin Best Equipment
- Lockadin Extra Info
- Lockadin Build FAQ
BG3 Warlock & Paladin Multiclass Build Strengths & Weaknesses:
LOCKADIN PROS
LOCKADIN CONS
Warlock & Paladin Multiclass Build Overview
For our Lockadin Build, we are combining the Warlock Class with the Paladin. The Warlock gives you powerful cantrips and allows you to bind to a weapon, rolling its attacks with your Charisma and getting an additional attack every turn.
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, and auras to influence the battle in your favour.
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 Warlock level, you will only get the features of Warlock level 1.
- Example 2: If you want the features of a level 6 Paladin and Warlock, 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 Warlock 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 Warlock and Paladin 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. We’ll use the Oath of Vengeance subclass to unlock Vow of Enmity, Hold Person and Misty Step.
- Paladins also unlock powerful Smite spells, infusing their weapon with elemental damage in exchange for a Spell Slot.
- We’ll take 7 Paladin levels, sufficient to unlock both their Extra Attack bonus and the subclass aura.
- The Warlock provides us with the powerful Eldritch Blast Cantrip, further boosted by Eldritch Invocations and the Hex spell.
- Warlock Spell Slots are replenished on Short Rest and will automatically upcast your spells to the highest possible level, giving you some extra flexibility.
- Later on, you can bind to your Warlock weapon to roll its attacks with Charisma and gain an extra attack per turn.
- We’re taking 5 levels of the Warlock class, enough to get access to their third level spells and unlock the additional attack from the bound weapon.
Here is a quick overview of which class we pick when, this is important!
Lockadin Levelling Progress Overview
- Level 1: Paladin 1 (Oath of Vengeance subclass)
- Level 2: Paladin 2
- Level 3: Paladin 3
- Level 4: Paladin 4
- Level 5: Paladin 5
- Level 6: Warlock 1 (Hexblade subclass)
- Level 7: Warlock 2
- Level 8: Warlock 3 (Respec, optionally get Oathbreaker subclass)
- Level 9: Warlock 4
- Level 10: Warlock 5
- Level 11: Paladin 6
- Level 12: Paladin 7
Lockadin Character Creation (Level 1)

In this section, we will guide you through the best starting choices for creating your BG3 Warlock & 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:
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 Lockadin 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
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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
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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 Warlock/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 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

For the time being, Strength will be our most important ability for the Lockadin Build, because it’s used to determine the accuracy and damage of your melee attacks. (This will change when we reach Level 8, when a respec will be necessary).
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.
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. |
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 Sorcerer 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.
About the Oathbreaker Subclass
The ideal subclass for our build is actually the Oathbreaker. But because we’ll perform a respec at level 8, getting it now creates an awkward interaction with the build’s progression.
You can get the Oathbreaker subclass early if you want to, but then you’ll have to pay a bunch of gold before the game will let you respec, then break your oath yet again to get the Oathbreaker subclass back.
So the easiest way to go about it is to keep the Oath of Vengeance for now, then break your oath after the level 8 respec. Keeping the Oath of Vengeance for the whole playthrough is also perfectly viable.
Even if you use one of the other Paladin subclasses, the build will still work fine. This build is mainly reliant on class features, not subclass features, so you have a lot of flexibility.
BG3 Paladin Warlock Multiclass Build Levelling Guide (2-12)

Now, we are going to look at how to level up your Lockadin 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.
We’re using Great Weapon Fighting, which will automatically reroll damage dice that land on 1 or 2 when you have a two-handed weapon equipped.
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
You get another generous helping of new features when you reach Paladin Level 3:
Paladin Features
- Gives your Paladin immunity to disease.
- Disease statuses are quite rare in BG3, but they do occasionally appear.
Oath of Vengeance Features
Your Oath of Vengeance subclass grants you two new features at Level 3:
Frighten an enemy, giving them
Disadvantage on Attack Rolls and Ability Checks, and preventing them from moving.- Very useful for locking down a dangerous or annoying enemy.
- Gain
Advantage on Attack Rolls against an enemy. - Makes your attacks much more accurate, which is especially useful against enemies with high armour.
Oath of Vengeance Spells
Your Oath of Vengeance subclass also gives you two spells, which are automatically learned and prepared (added to your action bar).
- Applies a 1d4 penalty on Attack Rolls and Saving Throws for the targets.
- They can resist the debuff with a Charisma Saving Throw.
- Place a mark on the target. The marked creature takes 1d6 extra damage from your attacks.
- If the target dies before the spell ends, you can reapply it to a new creature without spending another spell slot.
- Requires Concentration to maintain; casting another Concentration Spell will immediately remove the effect.
New Paladin Spell
You can choose one more Paladin spell to unlock. Best choice:
- A very situational spell that gives the target 5 Temporary HP per turn, and immunity to
Frightened. - Requires Concentration and lasts for up to 10 turns.
- Later on, you can upcast it to increase the number of beneficiaries.
- A good spell for fights with frightening enemies.
Level 4

At Level 4, you get one more spell and a Feat to boost your Lockadin’s combat prowess.
New Paladin Spell
Choose one more Paladin spell to unlock. We already got the best options, so we’re a bit short on choices at the moment. The best one is probably:
- Prevents Aberrations, Celestials, Elementals, Fiends, Fey or Undead from afflicting you with
Charmed,
Frightened or
Possessed, and gives them
Disadvantage when they attack you. - While there aren’t many opportunities to use this spell, it can make some fights ten times easier (like the Harpies in Act I), and protects your party from some forms of mind control.
New Feat
You can choose a Feat to make your Lockadin better in combat.
For now, we are going to use Great Weapon Master, which gives you two bonuses:
- Landing a Critical Hit or a fatal hit on an enemy with a two-handed weapon allows you to make an additional attack with your Bonus Action.
- You can toggle the All In feature on or off. When it is on, your two-handed weapon has a -5 Attack Roll penalty but +10 bonus damage. Good for quickly killing weaker enemies.
Mid-Game Levelling (5-8)
In this section, we’ll cover the mid-game. During these levels, the Warlock 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 Paladin Spell
You now have access to Second-Level spells, and can choose one to unlock. Our recommendation is:
- Adds extra
Radiant Damage to your weapon attack. - If successful, it prevents the enemy from turning
Invisible, as long as you maintain Concentration.
Oath of Vengeance Spells
Your Oath of Vengeance subclass also gives you two spells, which are automatically learned and prepared (added to your action bar).
- Allows you to teleport to a visible and unoccupied space within 18 metres.
- Great for quickly jumping into melee or for escaping if things go wrong.
- Only uses a
Bonus Action, so you can make an attack or cast another spell on the same turn that you use this.
- A powerful stun that completely paralyses the target. They will keep rolling Wisdom Saving Throws to try to break free.
- Melee attacks against the victim will be guaranteed critical hits.
- Can only be cast on humanoid targets.
Level 6

We’ll now switch to adding Warlock levels to the build. Check the image above if you’re not sure how to add a different class to your build.
Adding the Warlock class to your build gives the following benefits:
Warlock Spell Slot(s)
These are a special type of Spell Slot that are replenished on both Short and Long Rests. They automatically upcast spells to the highest possible level (not relevant yet, but will be helpful later on).
You can choose 2 Warlock Cantrips to unlock:
New Cantrips
Eldritch Blast (Essential!)
- Deals 1d10
Force Damage to the target at long range. - This can be spammed every turn and is stronger than the Sorcerer Cantrips.
- Later on, we’ll be able to massively upgrade this Cantrip, making it very strong.
- Delivers a standard weapon attack and puts a status on the enemy.
- The enemy will take extra
Thunder Damage if they move on their next turn. - You should use this as often as possible because it deals a lot of free damage.
You can unlock two Warlock Spells, which will be cast using your new Warlock Spell Slot:
New Spells
Hex (Essential!)
- Place a Hex on an enemy, causing them to take additional
Necrotic Damage when you hit them. - This makes for an excellent combo with
Eldritch Blast. - This gets stronger later, when we can spam Eldritch Blast more often.
Pro Tip: When the Hexed enemy dies, you can recast the spell on a new enemy for free, as long as you maintain Concentration on the spell.
- Gives you some Temporary HP.
- Retailiates against enemies with Cold Damage when they damage you.
While the Lockadin is most suited to melee combat, you can now combine
Eldritch Blast with
Hex for a potent ranged option.
Best Warlock Subclass
Any of the Warlock subclasses will work fine with this Lockadin build. However, our preferred option is Hexblade, which grants you these benefits initially:
- This is the Hexblade’s basic passive feature. It gives them several weapon and armour Proficiencies, but as a Paladin, we already have those.
- You can bind to your currently equipped weapon – its attacks will be rolled with Charisma instead of Strength, and it will return to you if thrown.
- Attacking with your bound weapon has a chance to apply the
Hexblade Curse. This will boost your damage against the cursed target and make it easier to land a Critical Hit on them.
- Allows you to manually apply the
Hexblade Curse.
- A spell that increases your Armour Class by 5.
- Can also be used to intercept the
Magic Missile spell.
The Fiend is another decent subclass choice here. It will lose out on the Hexblade features, but instead grants you Temporary HP whenever you kill an enemy.
Ability Respec (Hexblades Only)
If you picked the Hexblade subclass, you can now bind to your weapon to attack with Charisma instead. That means we don’t need points in Strength anymore.
Redistribute to the following:
- 10 Strength
- 14 Dexterity
- 16 Constitution
- 8 Intelligence
- 10 Wisdom
- 16 Charisma
If you want, you can now find a way to break your Paladin Oath and switch to the Oathbreaker Paladin subclass. But that is completely optional.
Level 7
We will add another Warlock Level to the build here, grabbing some big upgrades to
Eldritch Blast.
You’ll need to choose two
Eldritch Invocations. These are special abilities that let you further customise your Lockadin build.
We strongly recommend choosing the following two options:
- Adds your Charisma Modifier to the damage of your Eldritch Blast, considerably improving its damage.
- Your Eldritch Blast will now push enemies back 4.5 metres.
- This helps to keep enemies at a long distance from your party.
- It can knock them off ledges or cliffs, causing fall damage.
You can also pick a new Warlock spell. There’s nothing important available right now, so just choose the option you like best.
Level 8
At Level 8, we’ll gain better spells and a new Pact feature for our Lockadin Build.
Warlock Pact
You must choose a Pact for your Warlock, which grants you some unique features.
It’s essential to choose the Pact of the Blade here because it will allow you to get an extra attack later on. Even Hexblades must choose the Pact of the Blade.
New Spell
Darkness
- Summons a cloud of magical Darkness.
- Blocks line of sight and Blinds those within, except for characters with magical darkvision.
- Later on, we’ll pick up a feature that synergises nicely with this.
Ability Respec (Non-Hexblades)
If you aren’t a Hexblade and didn’t do the respec at Level 6, you should do it now because the Pact of the Blade allows you to attack using Charisma, so Strength is no longer needed.
Redistribute to the following:
- 10 Strength
- 14 Dexterity
- 16 Constitution
- 8 Intelligence
- 10 Wisdom
- 16 Charisma
If you want, you can now find a way to break your Paladin Oath and switch to the Oathbreaker Paladin subclass. But that is completely optional.
Late-Game Levelling (9-12)
As we move into the final few levels for the Warlock and Paladin Multiclass Build, you’ll continue to gain new spells and features that ramp up your character’s power.
Level 9

At Level 9, you can choose a new Cantrip. We already got the important ones, so just choose your favourite from the remaining options.
You also get a couple of other new features:
New Spell
You can choose a new spell. There are two potential options here, depending on your subclass choices:
- Allows you to teleport to a visible, unoccupied space within 18m.
- Choose this if your Paladin subclass doesn’t already include it.
- A small AoE that deals
Slashing Damage. - Works well in chokepoints and small spaces.
New Feat
Savage Attacker
- All your weapon damage dice are now rolled twice. The highest of the two rolls will be automatically chosen.
- This considerably increases your average damage output.
Level 10

We’re adding another Warlock level to the mix, which will give you another spell and upgrade your Pact feature.
New Spell
We strongly recommend the following spell here:
- Summons a cloud that
Blinds and slows those within, and deals
Cold and
Acid Damage every turn. - You can use
Eldritch Blast to knock enemies into the cloud. - Can be ruinous in a chokepoint or tight space.
You’ll also earn two new spells depending on your chosen Warlock subclass.
Pact Upgrade
The Pact of the Blade will now give you an extra attack with your bound weapon. You must bind to your weapon for it to work. It works with the Hexblade’s version of the bound weapon, too.
This is a different effect from the Paladin’s
Extra Attack passive, so you’ll be able to attack three times per action.
Level 11

We will now add another Paladin level to the build. Make sure you click on the Paladin class, as marked on the image above.
The Paladin’s sixth level will give you these features:
- You and nearby allies gain a bonus to your Saving Throws, equal to your Charisma Modifier.
- The aura disappears if you are unconscious.
New Spell
You can choose any spell from the remaining options.
Level 12
You have two possible options to wrap up your build at Level 12.
Option A – Extra Paladin Aura
Adding another Paladin level will give you another Aura from your subclass.
For example, the Oathbreaker Paladin gets
Aura of Hate, which will boost the damage of all nearby undead and fiends – this is great if your party includes a lot of summoning or necromancy.
Option B – Hexblade Spectres
If you chose the Hexblade Warlock subclass, you might want to add one final Warlock level instead. This will give you access to
Accursed Spectre.
When you kill an enemy, you can spend your
Reaction to summon a spectre. The spectre can deal
Necrotic Damage to nearby enemies, and heals your Lockadin for a portion of the damage done.
If using this option, only summon spectres from large enemies, or you’ll get a weak version of the spectre that won’t be as useful.
Mirror of Loss
If you successfully acquire a buff from the Mirror of Loss during your playthrough, you should put the points into Charisma. This will improve your melee damage and your spellcasting.
BG3 Lockadin Build Equipment

Now, let us take a look at some of the equipment choices you can make for your BG3 Warlock & 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 Warlock/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 of the 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 | |
| Melee Weapon | Svartlebee’s Woundseeker |
|
Carried by Yeva at Waukeen’s Rest. | |
| Ranged Weapon | Any Ranged Weapon |
|
N/A |
Head:
Diadem of Arcane Synergy
- Inflicting a condition gives you
Arcane Synergy for 2 turns.
Arcane Synergy adds your spellcasting (Charisma) modifier to your attack damage.- Carried by Ardent Jhe’rezath in the Inquisitor’s Chamber of the 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
Melee Weapon:
Svartlebee’s Woundseeker
- Gains a 1d4 bonus to Attack Rolls against targets who are below full HP.
- Carried by Yeva at Waukeen’s Rest.
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
Svartlebee’s Woundseeker which boosts your attack accuracy against damaged enemies.
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 Lockadin 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 | Diadem of Arcane Synergy |
|
Carried by Ardent Jhe’rezath in the Inquisitor’s Chamber of the Githyanki Creche. | |
| 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 | Risky Ring |
|
Sold by Araj Oblodra in Moonrise Towers | |
| Melee Mainhand | ![]() |
Balduran’s Giantslayer |
|
Looted from Ansur in the Dragon’s Sanctum |
| Ranged Weapon | ![]() |
The Dead Shot |
|
Sold by Fytz in Stormshore Armoury |
Head:
Diadem of Arcane Synergy
- Inflicting a condition gives you
Arcane Synergy for 2 turns.
Arcane Synergy adds your spellcasting (Charisma) modifier to your attack damage.- Carried by Ardent Jhe’rezath in the Inquisitor’s Chamber of the Githyanki Creche.
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:
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:
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:
Risky Ring
- You gain
Advantage on Attack Rolls but
Disadvantage on Saving Throws. - Must be combined with the Helldusk Boots to help mitigate the Saving Throw debuff.
- Sold by Araj Oblodra in Moonrise Towers
Melee Mainhand:
Balduran’s Giantslayer
- Doubles the damage bonus from your Strength Modifier
Advantage when attacking foes who are Large or above- Use
Enlarge once per Short Rest, making your character bigger and stronger - Important: Because we respecced out of Strength, this only works when you’ve equipped the Giant Strength Gauntlets, or drink a
Giant Strength Elixir. Don’t use it if you don’t have these! - Looted from Ansur in the Dragon’s Sanctum
Ranged Weapon:
The Dead Shot
- Passively increases your Critical Hit chance, even when fighting in melee.
- You don’t need to actually use the bow, just equip it for the passive effect.
- Sold by Fytz in Stormshore Armoury
Here is a summary of how these items work together to boost this Lockadin Build for Baldur’s Gate 3:
Attacking Items:
Diadem of Arcane Synergy – Grants you extra attack damage by adding your Charisma Modifier to each attack’s damage.
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.
Balduran’s Giantslayer – Adds your Strength Modifier to the damage of each attack. Only worth using with the Gauntlets of Hill Giant Strength.
Risky Ring – Gives you Advantage on Attack Rolls, making them much more accurate.
Defensive Items:
Cloak of Displacement – Makes you much harder to hit with Attack Rolls.
Adamantine Splint Armour – One of the best Heavy Armours in the game, reducing all incoming damage and making you immune to Critical Hits.
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. Allows you to automatically succeed Saving Throws, so the Risky Ring is much safer to use.
The Dead Shot – Doesn’t directly buff your attacks, but slightly increases your chance to land a Critical Hit.
Lockadin Build Extra Info

Here is some extra information that will help you to get the most out of this Warlock & Paladin Multiclass Build in Baldur’s Gate 3.
How to Play this Lockadin Build
Early-Game Basics
In the early part of the game, the Lockadin 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
When you begin unlocking Warlock class features later in the game, the build starts to become more interesting. Ensure you are always bound to your weapon, otherwise the build won’t work properly!
When you get the Hill Giant Strength Gauntlets and combine them with Balduran’s Giantslayer, you will benefit from adding both your Strength Modifier and your Charisma Modifier to your weapon attacks, as well as other boosts such as the Broodmother’s Revenge.
Playing the build in combat is really simple and strongly resembles playing as a normal Paladin, except you can attack three times per action instead of twice. You also benefit from some additional spells from the Warlock class, and the juiced-up Eldritch Blast cantrip that can knock back targets.
Lockadin 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 Lockadin 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.
- 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.
Lockadin Build FAQs
Here are some frequently asked questions related to the BG3 Lore Warlock & 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 Warlock 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 Lockadin 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 Lockadin?
- Charisma is the most important ability. It is used to determine the success rate of your spells and helps in dialogue checks. When you unlock the ability to bind with your weapon, it will also be used for weapon attack rolls.
- Strength is very important in the early-game. But when you unlock the ability to bind with your weapon, it is no longer needed. At that point, you should respec to redistribute the points.
- 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. Later on, we respec and boost it to 16.
FAQ: Which Warlock and Paladin subclasses should I use?
- For the Warlock, I recommend the Hexblade subclass because it gets more melee buffs and makes it easier to land critical hits on enemies.
- 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. The Oathbreaker is also a very good option. But all of the Paladin subclasses work okay.
Related Guides for Baldur’s Gate 3
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