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Best Multiclasses in Baldur's Gate 3: Top 15 Strongest

Multiclasses in classes character in order to find synergy, combine the strengths of archetypes or play styles. The hybrid is often weaker than the pure class and requires a well-built build, in return it gives free rein to creativity and has more versatile gameplay. The combination of classes will deepen the customization of the character, but not all starting skills will remain, you can lose several traits, and so on.

In the guide, we will tell you everything about the multiclass in BG3, how to make it, how it works, what are the pros and cons. Read on about the best multiclass builds, their features, the leveling order subclasses, learning tricks and spells, choosing traits and unique skills.

How multiclass works

Multiclass allows for every lift class and get many of its features. There are several reasons for combining different archetypes:

  • More fun gaming experience.
  • Closing the flaws or weaknesses of the class. The multiclass of the druid and the barbarian will allow you to get the most powerful tank, and the warrior will help the wizard die less often.
  • Getting more multifaceted gameplay with multi-class capabilities. The paladin's divine punishments are interesting in combination with some classes, and the sorcerer's metamagic will make the sorcerer more interesting.
  • The desire to play at the same time for a couple of favorite classes.
  • For the sake of experiments or challenges.

Since the character level is not equal to the class levels, but consists of them, there are important points to consider when multiclassing:

  • Many multiclasses are strong and only work for high character level.
  • Hero lishaetsya high-level spell slots or skills that are usually quite powerful. For example, a priest at level 10 gets "Divine Intervention", which works only once in the whole game, but if you want to upgrade the second class by 3 levels, the character will not get this feature.
  • Deprivation one or a couple heck, which can be selected at hero level 4, 8 and 12.
  • Often clean class turns out to be stronger than the combination or easier.
  • Different classes depend on different characteristics ofwhat to consider when assembling.
  • Additional attacks, acquired at level 5 fighter, barbarian, ranger, monk, and paladin don't stack.
  • Extra skills cannot be studied, when adding a class there is no way to select an extra pair of skills. The bard, ranger, and rogue are exceptions.
  • No more spell slots no matter how the classes are combined, for example, you cannot get twice as many first-level slots when studying two different classes of magicians. However, it is possible to use higher-level slots to cast lower-level spells, which is used when combining a paladin and a sorcerer.
  • You can not get the second subclass, since not all of them can be selected at the first or second level.

Starting class skills when combined and what they lose

Tysobald Torm in Baldur's Gate 3 Separately, we highlight the fact that not all the initial skills of the class are transferred to the second one, which is why it may be more profitable to take a certain archetype first.

  • Barbarian retains the skill of simple, combat weapons and shields. The class loses the skill of light and medium armor.
  • Bard retains light armor proficiency, musical instrument proficiency, and secondary skill selection. The class loses proficiency in simple weapons, one-handed crossbows, longswords, shortswords, and rapiers.
  • Priest retains the skill of morningstars (flails), light, medium, heavy (from subclasses) armor and shields. The class loses the simple weapon proficiency.
  • Druid retains the skill of light, medium armor and shields. The class loses club, dagger, pilum, mace, combat staff, scimitar, sickle, spear, and shield proficiencies.
  • Martial Artist retains the skill of light and medium armor, simple and martial weapons, shields. The class loses the heavy armor skill.
  • Paladin retains the skill of simple and combat weapons, light and medium armor, shields. The class loses the heavy armor skill.
  • Pathfinder saves the skill of simple and combat weapons, light and medium armor, shields, the choice of an additional skill. The class doesn't lose anything.
  • Dodger saves the light armor skill, the extra skill in the skill, and the bonus in two more. The class loses proficiency in simple weapons, crossbows, rapiers, and swords.
  • Wizard saves nothing. The class loses dagger, combat staff, and crossbow proficiency.
  • Witch retains simple weapon and light armor proficiency. The class doesn't lose anything.
  • Wizard saves nothing. The class loses dagger, combat staff, and light crossbow proficiency.
  • Monk retains proficiency with simple weapons and short swords. The class doesn't lose anything.

Are learned wizard spells lost when changing classes?

A wizard can learn spells from scrolls by spending a certain amount of gold. Firstly, the mage is only able to read them when the required range of cells is reached, but classes receive them at different levels. Secondly, even if you get the required level when changing a class to another, all of it learned spells will be lost.

However, if you make the wizard class again, the learned abilities will be restored.

How to make a multiclass in BG3

To create a multiclass, you need to add a new archetype when you level up a character. Come to Withered in the camp and for 100 gold you can create a hero class from scratch. When you level up a character, in the upper right corner of the left window you will find a small symbol, when you hover over it you will see "Add class". When raising the next levels, you will need to choose which of the classes you want to pump.

The multiclassing mechanic is available on Balance and Tactics difficulty, but there is one trick.

When playing on the "traveler" just temporarily change the difficulty to a higher one, add a new hero class when leveling up and go back to the easiest game mode.

You can do this at any time in the main menu in the corresponding column.

Isobel in Baldur's Gate 3

The best multiclasses in Baldur's Gate 3: who to choose

Here are examples of the strongest multiclasses in Baldur's Gate 3. You can both experiment on each of the assemblies and create your own, since, first of all, combinations classes offer room for creativity.

Pathfinder + Rogue

Features: ranged assassin.

  • Levels: 4 rogue, 8 tracker.
  • Subclasses: Assassin, Alley Hunter
  • Characteristics (abilities): Agility 16, Charisma 16 (if the hero is in charge of dialogue), Stamina 14.

The build relies on a huge advantage at the beginning of the battle and reduces the overall time of the battle. The rogue in combination with the ranger is able to destroy several targets at the start of the battle, has high initiative, dark vision, invisibility and high damage if the enemy is taken by surprise. Thanks to the distribution of levels, the hero will learn three traits. Any class will do for the first level, but it is better to start with a rogue, since he does not get much when pumping.

Character/Class Level Recommendations
1 hero, 1 rogue The class gains the ability to deal additional damage with Sneak Attack if it has an advantage against the enemy.
2 hero, 2 rogue The Hide, Dash, and Retreat abilities can be used as a bonus action instead of the main action.
3 hero, 3 rogue (Assassin) Choose the Assassin subclass to crit on startled enemies, regenerate action points at the start of combat, and hit creatures that haven't yet made their first turn more powerfully.
4 hero, 4 rogue Of the traits, Enhanced Stats for agility, Master Crossbowman with a long range game, Oberuk with a suitable melee weapon, Magic Killer and Vigilant are suitable.
5 hero, 1 ranger In Nemesis, Bounty Hunter, Spell Breaker, or Heretic Slayer will do. In Nature Explorer, learn Urban Tracker or Beast Tamer. Don't forget to select a skill with a skill in the "Abilities" section.
6 hero, 2 ranger Select the Hunter's Mark spell and choose Shooting or Dual Wielding in Combat Style, depending on your play style and equipment.
7 hero, 3 ranger (Alley Hunter) Choose a Alley Hunter subclass. Gain +3 initiative, increased movement speed on turn one, 24m night vision, and a stealth action.
8 hero, 4 ranger In addition to the traits already listed, you can take the Sharpshooter.
9 hero, 5 ranger Unlock an additional main attack and the Miststep spell.
10 hero, 6 ranger You can learn another "Sworn Enemy" and "Nature Explorer".
11 hero, 7 ranger You won't get any special benefits.
12 hero, 8 ranger Choose the third trait, and the character will no longer suffer speed penalties on difficult terrain.

Instead of the last 4 levels of ranger, you can take the warrior class as the third to learn a new action for an additional attack and open a third subclass.

Barbarian + Warrior

Features: Barbarian with bonus actions.

  • Levels: 8-9 barbarian, 3-4 warrior.
  • Subclasses: berserker, champion.
  • Characteristics (abilities): Strength 16, Endurance 16, Agility 14.

Both the barbarian and the warrior rely on strength, making for an extremely simple yet powerful combo. The champion subclass improves critical damage, while the warrior class itself provides additional actions per turn. As a result, the barbarian can make many two-handed weapon attacks while enraged. You can change the order and number of levels.

Character/Class Level Recommendations
1 hero, 1 barbarian The hero gains the rage mechanic, and without armor, his defense is based on stamina.
2 hero, 2 barbarian The character will have more chances to the trap, and due to the action, he will be able to take and deal more damage.
3 hero, 3 barbarian (Berserker) Choose a Berserker subclass. From abilities, get frenzy instead of rage and a couple of attack actions.
4 hero, 4 barbarian Take one trait from: Strength or Stamina Enhancement, Two-Handed Weapon Mastery, Polearm Mastery, Furious Attack.
5 hero, 5 barbarian An additional attack will be possible and movement speed will increase by 3 meters.
6 hero, 1 warrior In combat style, learn Two-Handed Weapons.
7 hero, 2 warrior An ability will open that allows you to take an additional action in combat.
8 hero, 3 warrior (Champion) Choose a Champion subclass to get more critical hits.
9 hero, 6 barbarian Gain additional Frenzy Charges, and while Frenzy, you will be immune to Charm and Fright.
10 hero, 7 barbarian The hero can no longer be taken by surprise, his initiative is increased by 3.
11 hero, 8 barbarian Take one of the traits recommended at character level 4.
12 hero, 9 barbarian or 4 warrior The barbarian class will increase the damage on crits, and the warrior will allow you to choose a third trait.

Paladin + Priest

Features: attacking and tanking priest.

  • Levels: 5-6 paladin, 5-6 priest, 0-2 wizard or warrior.
  • Subclasses: Oath of Vengeance, Domain of War.
  • Characteristics (abilities): strength 16, agility 8-10, endurance 12-14, wisdom 12-16, charisma 12-16.

Give your paladin a few levels of priest to add extra damage and defensive abilities. The disadvantage of this build is that the hero in it is demanding to have high scores in many characteristics, but towards the end of the game various potions and items will help with this, which ultimately pays off.

Character/Class Level Recommendations
1 hero, 1 priest (Domain of War)

The War Domain subclass will provide additional radiant damage when attacking with weapons and will give the “Shield of Faith” spell to increase the armor class.

The War Priest trait will allow you to perform a bonus attack when spending a class charge.

Among the focuses, take “Instruction” if no one else on the team has it. All other skills are also good, with the exception of Light at early levels.

2 Hero, 1 Paladin (Oath of Vengeance) The Oath of Vengeance subclass will provide even more additional radiant damage on weapon hits.
3 hero, 2 paladin

Automatically learn Divine Punishments, which will serve as the basis for your build. In the fighting style, take “Two-handed weapons”.

Don't forget to prepare new spells, including "Command", "Thunder Punishment", "Furious Punishment" and "Divine Grace".

4 hero, 3 paladin

The character will no longer be able to get sick due to the class feature.

The new actions “Obstacle to the Enemy” and “Vow of Enmity” will help to frighten the enemy or deal more damage to him.

You'll also gain oath spells like Hex and Hunter's Mark, and the fiery Searing Smite will be added to your regular magic abilities.

5 hero, 4 paladin The Furious Attacker trait will increase damage by choosing a value from two dice instead of one.
6 hero, 5 paladin You will earn an additional attack and level 2 spells, including the Branding Smite and Magic Weapon skills.
7 hero, 2 priest

Thanks to the “Lived Strike” action, you can add +10 points to your attack roll.

Gain the ability to banish undead in a large radius around, which will be useful throughout 2 acts.

8 hero, 3 priest

Permanently learn the “Magic Weapon” spell, which means you no longer have to prepare it, and also learn the useful magic skill “Ghost Weapon”.

Of the 2nd circle spells, pay attention to “Help”, “Paralyze Humanoid”, “Healing Prayer”, “Silence”, “Blindness”.

9 hero, 4 priest In addition to the additional focus, learn the “Master of Two-Handed Weapon” trait to perform an additional attack when killing a target in melee.
10 hero, 5 priest

You will acquire a ive skill - for expelling the undead you will now ively deal radiant damage to them.

Take some new 3rd level spells.

There are four different options for level 11 and 12:

  • Priest is a bonus class charge that adds value to an ally's attack roll.
  • Paladin - gain an effect on the aura of protection for allied characters and an increase in movement range after an attack, which is recommended only with a high charisma score (at least 16 units).
  • Wizard - Learn a few basic spells and at his second level choose a subclass. Barrier will give more protection, and Auspex will allow you to manipulate the value of the dice.
  • Warrior - Learn a fighting style that increases damage or armor class, and can also attack an additional time per battle.

If you want the paladin's extra attacks to activate before the priest's bonus hits, then first take 5 levels of paladin, and only then multiclass into priest.

Paladin + Sorcerer

Features: A melee sorcerer with divine smite.

  • Levels: 7-8 paladin, 5-4 sorcerer.
  • Subclasses: oath of retribution, any.
  • Characteristics (abilities): from level 1 - charisma 16, strength 16, agility 14. From level 5 - charisma 16, endurance 16 and strength 14 (heavy armor) or agility 14 (medium armor).

Paladin allows you to create the strongest multiclasses in BG3, one of which can be considered its combination with a sorcerer. The damage of the summoned weapon of the sorcerer depends on the indicator of charisma instead of strength, therefore, with its study, it is required to transfer Features. The peculiarity of the build is that the cells of the high level spells of the sorcerer activate the divine punishment of the paladin, which remains at a low level.

Character/Class Level Recommendations
1 Hero, 1 Paladin (Oath of Vengeance) Choose a subclass Oath of Vengeance.
2 hero, 2 paladin Get the most important spells for Divine Punishment. In combat style, take "Two-Handed Weapon" or "Duel".
3 hero, 1 sorcerer Take "Otherworldly Discharge" in tricks, in spells you can "Armor of Agathis", "Hands of Hadar", "Flaming Hands", "Order", "Infernal Retribution" or "Evil Eye".
4 hero, 2 sorcerer Of the otherworldly invocations, “Tormenting Explosion”, “Beast Energy” and “Rejection Blast” are not bad.
5 hero, 3 sorcerer Be sure to learn the Pact of the Blade.
6 hero, 4 sorcerer From traits, take Furious Attack, Polearm Master, or spend Stat Upgrade on Charisma.
7 hero, 5 sorcerer The Extended Pact feature will allow the Sorcerer's Pact weapon to carry out an additional attack. For spells, we recommend Fireball, Hadar's Hunger, and Counterspell.

If you want to play more as a paladin, then the leveling is as follows:

Character/Class Level Recommendations
8 hero, 3 paladin Unlock "Hunter's Mark" and "Vow of Enmity" for additional damage to the enemy. "Barrier to the enemy" will help to frighten the enemy.
9 hero, 4 paladin You can choose the second trait.
10 hero, 5 paladin Branded Punishment will prevent an enemy marked by it from becoming invisible. Automatically learn the Mist Step spell.
11 hero, 6 paladin ive "Aura of Protection" will allow the hero and allies near him to successfully tests.
12 hero, 7 paladin When the character performs attacks of an extraordinary nature, his movement speed will increase by 4.5 meters.

If you decide to focus on the sorcerer, then in the build you will get:

Character/Class Level Recommendations
8 hero, 6 sorcerer Take one of those spells that you didn't take at the last level.
9 hero, 7 sorcerer Among otherworldly invocations, you can choose "Charming Influence" for dialogue.
10 hero, 8 sorcerer Of the traits, all the same will do, but it’s more profitable to take the “Master of two-handed weapons” instead of the “polearm”.
11 hero, 9 sorcerer In foreign invocations, learn Minions of Chaos to summon elementals.
12 hero, 10 sorcerer Unlock a new trait for the sorcerer subclass.

Wizard + Sorcerer

Features: A sorcerer through Otherworldly Strike, enjoying a short rest.

  • Levels: 2 sorcerers, 10 sorcerers.
  • Subclasses: any.
  • Characteristics (abilities): Charisma 16, Stamina 16, Agility 14.

The sorcerer with the sorcerer is one of the most popular and broken multiclasses in DnD, called the “coffeelock”. The sorcerer's metamagic allows you to improve the sorcerer's Eldritch Discharge: increase its number of charges, release it over long distances, use bonus action points, and impose interference on enemies. Only a couple of levels are invested in the sorcerer, since his key skill scales with the character’s level.

Before the start of the battle, it is extremely beneficial to convert spell slots of the 1st circle into metamagic points in order to improve spells with them. We advise you to start pumping with a sorcerer in order to maintain the skill of light armor and simple weapons:

Character/Class Level Recommendations
1 hero, 1 sorcerer In tricks, be sure to study "Otherworldly Discharge". The spells are situational, but we advise you to pay attention to the Evil Eye.
2 hero, 2 sorcerer In otherworldly invocations, it is important to take Torturous Blast and Knockback Blast.
3 hero, 1 sorcerer You can learn the Ice Knife spell.
4 hero, 2 sorcerer In ive metamagic skills, take "Double Spell" and "Ranged Spell".
5 hero, 3 sorcerer The Mist Step spell will help you avoid dangerous situations or take an advantageous position in battle. "Quick Cast" in metamagic will allow you to cast spells as a bonus action.
6 hero, 4 sorcerer From the traits, you can take "Accurate Caster" with any focus or use "Improve Stats" for 18 charisma.
7 hero, 5 sorcerer Learn any spell, counterspell, fireball and haste will be good.
8-9 hero, 6-7 sorcerer Take whatever.
10 hero, 8 sorcerer From hell, take "Accurate Caster" or spend "Improvement of the characteristic" on charisma.
11 hero, 9 sorcerer Learn the spell of the 5th circle depending on the personal assembly.
12 hero, 10 sorcerer "Spell Up" in metamagic will prevent enemies from ing trials.

Sorcerer + Priest

Features: Empowered Stormcaster.

  • Levels: priest 2, sorcerer 10.
  • Subclasses: storm domain, storm spell.
  • Characteristics (abilities): charisma 16, stamina 16, wisdom 14.

The priest combined with the sorcerer is one of the strongest multiclasses that is not inferior to pure archetypes, and is strong even at early levels. The peculiarity of the assembly is that the ive ability "Destructive Anger" cleric from the storm domain increases the damage of spells of a sorcerer with a subclass of spell storm. Before the start of the battle, be sure to cast water and make sure that the enemies have the “Moisture” status, otherwise the damage will not be so great. It doesn't matter what class to start leveling with, but it's better to start with a priest in order to keep the skill of a simple weapon.

Character/Class Level Recommendations
1 Hero, 1 Priest (Storm Domain) Select the Storm Domain subclass. In tricks, don't forget Guidance for a buff on ability checks if no other priest is on the team. ive Thunderfury will allow you to make retaliatory attacks.
2 hero, 2 priest The “Destructive Wrath” feature will allow you to inflict maximum damage with lightning and thunder several times before a short halt. Don't forget to prepare the "Create or destroy water" spell.
3 hero, 1 sorcerer (Spell of the Storm) Choose a Storm Enchantment subclass that will allow the mage to fly. Of the spells, we recommend "Chromatic Ball" and "Witch's Discharge".
4 hero, 2 sorcerer From metamagic, “Double Spell” is important, and you can take “Far Spell” as the second.
5 hero, 3 sorcerer We recommend the spells "Misty step" and "Shattering sound". From the metamagic, "Upgraded Spell" will prevent enemies from making checks.
6 hero, 4 sorcerer Learn the spell that you did not take on the previous level. Among the traits, “Adept of the Elements: Lightning” is beneficial.
7 hero, 5 sorcerer Of the available spells, "Haste", "Lightning Bolt" and "Counterspell" are good.
8 hero, 6 sorcerer Learn one of the previous level spells.
9 hero, 7 sorcerer Of the spells of the 4th circle, almost all are good.
10 hero, 8 sorcerer Use the Enhance Stats trait to upgrade your Charisma to 18.
11 hero, 9 sorcerer Do not forget that you can replace one of the early spells with a new one. Almost all spells of the 5th round are not bad.
12 hero, 10 sorcerer In Metamagic, learn Quick Spell.

Bard + Rogue

Multiclass bard and rogue

Features: Flexible killer shooter.

  • Levels: 8 bard, 4 rogue.
  • Subclasses: College of Swords, thief/assassin.
  • Characteristics (abilities): Agility 16, Stamina 14, Charisma 16.

The bard is not only a strong class in its own right, but is also capable of strengthening other archetypes if you add several levels of musician to them. Pair him with a rogue to get a marksman with colossal amounts of weapon damage and useful spells to boot. Such a character will provide excellent to the team both in battle and in exploring the world.

Character/Class Level Recommendations
1 hero, 1 bard Choose tricks to suit your personal taste, depending on the race and the rest of the squad . Spells: “Healing Word” (due to the waste of a bonus action and high cast radius), “Smooth Fall”, “Fast Walker” and the fourth are not a choice.
2 hero, 2 bard Gain the "Jack of All Trades" class feature and the "Song of Rest" action, which will allow the entire group to recover as if during a short rest. Spell - "Talk to Animals" or "Fairy Shine".
3 hero, 3 bard (College of Swords) Distribute bonuses to skills and take the College of Swords as a subclass to unlock access to strokes that enhance weapon attacks. Useful spells - "Blindness", "Humanoid Paralysis". Combat style: Dual Weapon Fighting.
4 hero, 4 bard Take any focus and spell that you did not choose at the previous level. Among the traits, consider Agility to increase your character's mobility.
5 hero, 5 bard At this level, you will earn Bardic Inspiration upgrades and take the Sentinel Seal, Curse, or Plant Growth spells.
6 hero, 6 bard In addition to the additional action, gain the Countercharm action, which will help the entire team more effectively resist fear and charm. Learn any of the spells that you did not take at the previous level.
7 hero, 1 rogue Learn two types of sneak attacks, which will give bonus damage to the enemy if there is an advantage against him. This works for both melee and ranged combat.
8 hero, 2 rogue Three different Cunning Skills allow you to hide, dash, or retreat as a bonus action.
9 hero, 3 rogue (Assassin/Thief) If you want to focus on the first move and use stealth, then take the Assassin subclass. If you need a more balanced hero throughout the battle, then take the Thief for another bonus action.
10 hero, 4 rogue By improving the characteristics, increase the charisma indicator.
11 hero, 7 bard Return to leveling up the bard, where you will gain access to the 4th circle spell, among which it is worth noting “Door in Space” or something else of personal preference.
12 hero, 8 bard Take the last new spell of choice and the Marksman feat to ignore the penalties from the commanding heights rule.

Instead of the last level of the bard, you can add a couple of levels of warrior or ranger, but because of this you will lose the third trait. If you are more comfortable using spells and give preference to group , then you can choose the subclass of the College of Knowledge instead of the College of Swords, but this will already be a mobile mage assembly with the “Fireball” spell.

Bard + Warrior

Multiclass warrior and bard

Features: bard fighter with increased resistance.

  • Levels: 9 bard, 3 warrior.
  • Subclasses: master of battle, college of swords.
  • Characteristics (abilities): Agility 16, Stamina 14, Charisma 16.

A warrior and a bard are good with almost any class, and together they make a pretty good combination and practically one of the most effective combinations. This assembly is suitable Laezel, if you chose her as a companion or even as the main character, since such a hybrid character will easily become the face of the group. In battle, a mixture of bard and warrior will be effective at any distance, but instead of spells, the emphasis will be more on weapon attacks.

To start playing with this build from the very beginning, go from the first level of the bard. However, after reaching level eight, you will have to redistribute classes in order to achieve maximum benefit from the warrior’s bonuses. Thus, the hero will receive increased concentration on spells and will be able to use heavy armor and military weapons.

Character/Class Level Recommendations
1 hero, 1 bard Focuses: “Caustic Taunt”, “Weapon Ward”, “Sure Strike” or “Friendship”. From spells: “Heroism”, “Fast Walker”, “Healing Word”, “Thunder Wave”.
2 hero, 2 bard

Jack of All Trades will give a bonus to any ability check for which the character does not have a special skill. “Song of Rest” will serve as an alternative to a short rest.

Preferred spells: Smooth Fall, Fairy Glow, or Talk to Animals.

3 hero, 3 bard (College of Swords)

Take the College of Swords subclass with strokes, among which the most useful is the “Defensive Stroke”, which increases the armor class when an attack hits a target.

Spells to choose from: Molten Metal, Humanoid Paralysis, Blindness, Knock, Lesser Restoration, See Invisible. The combat style is “Duel,” which requires fighting with a pair of one-handed weapons or one such weapon and a shield.

4 hero, 4 bard Any trick or some kind of spell that you didn’t take at the previous level. Among the traits, take “Athlete” and increase the Dexterity value. At the same time, this will increase the jump range and reduce the cost of getting to your feet.
5 hero, 5 bard Good spells: Curse, Horror, Sentry Seal, Plant Growth, Blindness.
6 hero, 6 bard The “Countercharm” action will increase the chance of resisting fright and charm for all squad . You will earn an additional free attack and learn another spell.
7 hero, 1 warrior In the Fighting style, select Defense to have a bonus to your Armor Class (alternatively, Marksman).
8 hero, 2 warrior Rush to Action will add one bonus action once per battle.
9 hero, 3 warrior (Battlemaster)

The Critical Strike bonuses are useful from the Champion, but the Battle Master has more interesting gameplay due to the unique skills that spend superiority dice.

Let's note the following maneuvers: “Counterattack” (a ive skill, thanks to which, if enemies miss, they will suffer damage), “Dash” (allows you to ively evade attacks, gaining disadvantage for one round when making melee attacks on a character). Choose another maneuver according to your own preferences.

10 hero, 7 bard Useful spells: “Door in space”, “Freedom of movement”, “Higher invisibility”.
11 hero, 8 bard Learn another spell and take the Furious Attacker trait, which will allow you to deal more damage.
12 hero, 9 bard Taken for the sake of the 5th circle spell, among which “Subjugate Humanoid” and “Planar Servant” are useful. Or replace this with another warrior level to take the trait and increase the agility stat, which should ideally be 20 points through potions and equipment.

If you want to focus on a warrior instead of a bard, you can build leveling in a different way, but then you will lose the spells of the highest circle. To do this, take up to 8 levels of warrior, and leave the rest for the bard class.

Bard + Paladin

Features: bard with damage and divine punishments.

  • Levels: 8 bard, 4 paladin.
  • Subclasses: College of Swords and Oath of Vengeance.
  • Characteristics (abilities): Charisma 16, Agility 16, Stamina 14.

Paladin and Bard work well at mid levels and both depend on Charisma, so they pair well together. Thanks to the second class, the paladin has more opportunities to trigger divine punishment. The selected subclasses will provide the bard with the maximum damage among possible combinations. With the college of swords subclass, look for one-handed crossbows and close range weapons.

You can start building from any class. If you choose a bard, you will lose the heavy armor skill, but get a more interesting early game.

Character/Class Level Recommendations
1 hero, 1 bard Among the damage spells, “Thunder Wave” and “Dissonant Whisper” are suitable, “Heal Wounds” and “Healing Word” are suitable for , “Tasha’s Disgusting Laughter” is suitable for control.
2 hero, 2 bard There will be a ive for a bonus when checking characteristics with no skill and replacing a short halt action. At this level or at one of the following, you can take from the Smooth Fall tricks.
3 hero, 3 bard (College of Swords) Choose the subclass College of Swords, which unlocks the skill of scimitars and "strokes", with which you can call the paladin's divine punishments. Good spells - Shattering Sound, Fairy Glow, Blindness, Molten Metal. For a combat style, learn Dual Wielding.
4 hero, 4 bard You can start leveling up as a paladin, but it's better to take one of the traits for the bard level and another level. "Improved characteristics" spend on charisma or dexterity, as an alternative, and on the following lvl, "Alert", "Skillful", "Combat Caster" and in the presence of one-handed crossbows "Sharpshooter" will do.
5 hero, 5 bard Bardic Inspiration will start to cool down after a short rest and will grant a larger die roll bonus. Powerful spells in the 3rd circle slot are Sentry Seal and Plant Growth.
6 Hero, 1 Paladin (Oath of Vengeance) Choose a subclass Oath of Vengeance. As an action, you can disorient enemies and deal radiant damage to them.
7 hero, 2 paladin The peak of strength thanks to the opened "Divine Punishments", which provide additional damage. In combat style, take "Duel" or "Defend" in case of survivability problems.
8 hero, 3 paladin The hero can no longer get sick. With your actions, you can frighten the enemy and gain advantage on attack rolls against them. A strong Hunter's Mark spell will be unlocked for bonus damage to the target.
9 hero, 4 paladin An additional charge will appear on the special ability of the paladin and a cell of the 4th circle. When choosing traits, rely on those recommended earlier at 4th level.
10 hero, 6 bard The "Countercharm" mechanic will be unlocked, increasing the chance of the hero and allies around him to resist being frightened and charmed. Get an extra attack.
11 hero, 7 bard 4th and 5th level spell slots will appear.
12 hero, 8 bard Learn the third trait.

Alternatively, you can choose to subclass the College of Lore and Pledge of Allegiance to become for the group. Also, taking two more levels of bard instead of paladin will remove the trait, but will allow you to choose one spell from the school of any class, such as "Summon Elemental" or "Fireball".

Monk + Rogue

Features: a monk with a lot of damage and actions in one turn.

  • Levels: 8 monk, 4 rogue.
  • Subclasses: the path of the open palm, the thief.
  • Characteristics (abilities): Agility 16, Wisdom 16, Stamina 14.

The multiclass maximizes the monk of the Path of the Open Palm, adding several abilities and a second bonus action from the rogue subclass. The character in this assembly becomes even more mobile and achieves large numbers of damage in battle. Keep in mind that up to level 6, a monk uses staves, and then fights with his fists. You can start leveling as a rogue or as a monk, but it is more profitable from the last class:

Character/Class Level Recommendations
1 hero, 1 monk A bonus action for a hail of blows and the main ive skills of the class will open.
2 hero, 2 monk Without wearing armor and a shield, the character's speed will increase by 3 meters. Get bonus actions for retreat, defense, and dash.
3 hero, 3 monk (Way of the Open Palm) Select the Path of the Open Hand subclass for bonus attack points. As a response action, the hero will be able to repel projectiles, and with a bonus action, make a hail of blows and push, knock down the enemy or unbalance him.
4 hero, 4 monk The character will become more resistant to fall damage when spending a retaliatory action. Select the trait "Improvement of performance" and upgrade your agility.
5 hero, 5 monk There will be an action to stun an enemy creature and an additional attack.
6 hero, 6 monk The character will be able to deal magical damage instead of physical if the target has resistance. Unarmed hero attacks will be able to deal psychic, necrotic and radiant damage. The Body Integrity ability will restore some of the Chi Points and grant an additional bonus action. The speed bonus without armor will increase to 4.5 meters.
7 hero, 1 rogue Once you've reached the peak of a monk's strength, start investing levels into the rogue class, where you'll first master the attack with bonus damage while dominating your enemies.
8 hero, 2 rogue You can use the "hide", "dash" and "retreat" actions for bonus points.
9 hero, 3 rogue (Thief) Choose a Thief subclass for a second bonus action for the character.
10 hero, 4 rogue Level up the Inn Bully trait.
11 hero, 7 monk The character will receive a ive ability to dodge damage and will no longer be able to be in the charm or fright debuff.
12 hero, 8 monk Increase your Agility to 20 by choograde Stats, or alternatively pick up Magic Slayer.

On the last two levels, you can take a couple of warrior lvls instead of a monk.

Monk + Warrior

Features: absolutely universal fighter.

  • Levels: 6 monk, 6 warrior.
  • Subclasses: Way of the open palm, master of battle.
  • Characteristics (abilities): agility 17, endurance 16, wisdom 15.

The monk pairs best with only two classes: the rogue and the warrior. They can be combined in threes or taken separately, which will result in an emphasis on either basic actions (warrior) or bonus ones (rogue). Since the warrior perfectly synergizes with almost everyone, we will provide a build for a pure combination of him and the monk, which will reveal more of both archetypes and allow you to get three traits.

In addition to the main character, this build is suitable Astarion. Start leveling up with a warrior to get all his advantages in skills.

Character/Class Level Recommendations
1 hero, 1 warrior The “Second Wind” action will allow you to self-heal. Of the fighting styles, it is most advantageous to take “Defense”, but in this build we will take “Shooting” to enhance ranged combat.
2 hero, 1 monk

Despite taking the monk class so quickly, you will acquire many useful features (“Protection without armor”) and will still be able to fight with any weapon, not just with your bare hands (due to the martial art “Dexterous Attacks,” since you initially set agility to the maximum value) .

“Hail of Blows” will allow you to attack several times in one round. Also, at early levels, a banal torch will be more useful than two-handed swords.

3 hero, 2 warrior Thanks to Rush to Action, at just the third level your character can attack up to four times in one turn.
4 hero, 3 warrior (Battlemaster) The Battle Master subclass will give you access to a number of useful actions to choose from, from which the following will come in handy: “Threatening Attack” (to scare the target), “Precision Attack” (to increase damage), “Counterattack” (a very strong ive ability).
5 hero, 4 warrior The Attribute Improvement trait will allow you to increase your Dexterity to 18 and Wisdom to 16 to level them out to even numbers.
6 hero, 5 warrior As a class feature, you will get another additional attack.
7 hero, 6 warrior Due to the warrior class, already at character level 7 you will acquire a second trait, which will be “Sharpshooter”, in order to be even more powerful in long-range combat.
8 hero, 2 monk “Patient Defense” will be very good due to the high value of agility, and “Wind Step: Dash” and “Wind Step: Retreat” will make the character much more mobile.
9 hero, 3 monk (Way of the Open Palm) The Way of the Open Palm subclass is the most powerful among the others in this build due to the series of new “Hail of Blows” actions in combination with the rest of the skills in the build.
10 hero, 4 monk Prioritize the Attribute Enhancement trait to increase Agility to 20.
11 hero, 5 monk In addition to the new additional attack, you can now also stun the enemy.
12 hero, 6 monk

Get a number of colossal power-ups. Chi Strikes will convert unarmed attacks into magic damage if enemies are resistant to physical damage.

“Body Projection”, “Mind Projection”, “Soul Projection” will allow you to inflict necrotic, psychic and radiant damage in melee combat.

The “Body Integrity” skill grants an additional bonus action in combination with the restoration of some ki points.

If necessary, you can 8 levels of a monk and 4 levels of a warrior, but the above build is the most effective in of all options.

Druid + Barbarian

Features: tank with rage in bestial form.

  • Levels: 8 druid, 4 barbarian.
  • Subclasses: moon circle, wild heart.
  • Characteristics (abilities): Wisdom 16, Stamina 16, Agility 14.

The Druid works best when paired with the Barbarian, as the former's beast form becomes much more tanky thanks to the rage traits of the latter class. At the beginning of the battle, first activate rage and only then take on wild form - the reverse order does not work. Start leveling up with a druid to get beast form earlier. Depending on your playing style, you can level up four barbarian levels at level 3, 5 or 6 of your character.

Character/Class Level Recommendations
1 hero, 1 druid Study the "Instruction" if there is no one in the team with this focus.
2 hero, 2 druid (Circle of the Moon) Select the Moon circle subclass. In spells, prepare the "Ice Knife" and do not forget about healing ones.
3 hero, 1 barbarian From the first level, get "Rage", but note that spells cannot be used in this state. It is also necessary to attack or take damage every turn, otherwise the state will subside.
4 hero, 2 barbarian With Reckless Attack, you can deal and take more damage at the same time. The Danger Sense ive will help you tests against traps, spells, and surfaces.
5 hero, 3 barbarian (Wildheart) Select the Wildheart subclass. Be sure to learn Bear's Heart to regenerate health while enraged and have 50% resistance to all damage except mental. Together with the subclass, you will unlock Conversation with Animals.
6 hero, 4 barbarian Among the traits, you can situationally choose "Combat Caster", "Tavern Bully", use "Improvement of Attribute" for endurance or wisdom.
7 hero, 3 druid Don't forget to prepare your spells.
8 hero, 4 druid Take one of the feats described at hero level 6.
9 hero, 5 druid Gain additional wild form attack and 3rd round spells.
10 hero, 6 druid Unlock panther and bear forms, and ively deal magical damage in animal form if the enemy is immune to physical damage.
11 hero, 7 druid Get spells of the 4th level.
12 hero, 8 druid The appearance of a saber-toothed tiger will appear, capable of reducing the enemy’s armor class and healing even more. When choosing traits, refer to the recommendations at hero level 6.

Druid + Priest

Features: Heavy armored caster with damage, beast form, and self-healing.

  • Levels: 10 druid, 2 priest.
  • Subclasses: the circle of the moon, the domain of war.
  • Characteristics (abilities): Wisdom 16, Stamina 16, Agility 14.

Druid pairs well with Priest due to the common core military weapon.

Character/Class Level Recommendations
1 hero, 1 priest (Domain of War) Choose a War Domain subclass that will allow you to make a bonus attack. Take the Guidance focus if there is no character with it on the team.
2 hero, 2 priest An action will appear using a special class resource for a bonus 10 points to the attack roll and "Turn Undead" in the area.
3 hero, 1 druid The spells "Ice Skin", "Thunder Wave", "Healing Word" and "Delicious Berries" are suitable for the assembly.
4 hero, 2 druid (Circle of the Moon) Select the Moon circle subclass. There will be an action to transform into the form of a beast, including a tank bear, and healing the hero while in wild form.
5 hero, 3 druid Get a 3rd-tier slot and 2nd-tier spells, including Flaming Orb, Fireblade, Barkskin, Molten Metal, Moonlight, and Gust of Wind.
6 hero, 4 druid Acquire the animal form of "Deep Rote" and "Fierce Crow". Among traits, spend "Attribute Upgrade" on Wisdom.
7 hero, 5 druid Prepare the plant growth spell.
8 hero, 6 druid Among the wild skins will appear: a panther for stealth and a bear as an improved version of the bear. In the form of a beast, the character will deal magic damage to the enemy with physical resistance.
9 hero, 7 druid The cells of the 4th and 5th circles will open, which are profitable to spend on the spells Summon Lesser Elemental, Summon Forest Creature, Ice Storm, Firewall, and Wither.
10 hero, 8 druid Learn a new animal species of the saber-toothed tiger, capable of reducing the enemy's armor class and restoring health even more effectively. Level up the Wisdom parameter with a trait.
11 hero, 9 druid You can replace Summon Lesser Elemental with Summon Elemental, prepare Locust Swarm, Mass Heal Wounds, or Stonewall.
12 hero, 10 druid The character will be able to take the form of all four elementals, for which they will have to spend 2 charges of wild form, or become a diflosaurus with armor class dissolution and acid damage.

Druid + Wizard

Multiclass druid and wizard

Features: necromancer with a large number of servants.

  • Levels: 6 druid, 6 wizard.
  • Subclasses: circle of dispute, necromancy.
  • Characteristics (abilities): Stamina 14, Intelligence 16, Wisdom 16.

In of power, the Druid is a fairly average class, but if upgraded by a wizard, then fans of necromancy may enjoy a fun build through raising corpses. This combination is quite interesting, but difficult in that it is revealed more in the second half of the game, closer to the third act. But as a wizard, you can learn even more spells from scrolls.

Starting with a Druid is necessary because this will give you proficiency in medium armor and shields for the future necromancer in Baldur's Gate 3.

Character/Class Level Recommendations
1 hero, 1 druid Be sure to take “Instruction” if there are no heroes with it in the party. Take any second focus, as they are all quite useful.
2 hero, 2 druid (Circle of dispute)

The Circle of Spores subclass will allow you not only to turn into wild animals, but also to perform basic actions with necrotic damage - “Halo of Spores” and “Symbiosis with Spores”. Additionally, you will earn the “Bone Chilling Cold” focus.

Outside of combat, you can change your spells at any time, but among them we note: “Ice Knife”, “Healing Word” or “Tasty Berries”, “Enhanced Jump”, “Fast Walker”, “Creating or Destroying Water”.

3 hero, 3 druid Some good spells of the 2nd circle will appear: “Burning Sphere”, “Humanoid Paralysis”, “Barkskin”. In the second act, Moonlight will come in handy.
4 hero, 4 druid Take another focus from the list of old ones and improve your wisdom stat to 18.
5 hero, 5 druid Get three new active spell slots, where you can put “Call Lightning”, “Plant Growth” and any other magical ability depending on the situation.
6 hero, 6 druid

In addition to the wild form of the panther and the bearswine, learn the “Mushroom Invasion” action, which creates a mushroom zombie from an animal or humanoid and will start the build of a necromancer.

The level 3 spell “Animate the Dead” will allow you to create undead servants from a corpse of medium or small height.

7 hero, 1 wizard Get new tricks: “Fire Projectile”, “Friendship”, “Venom Spray”. Taking into the previous choices in spells, we recommend: “Hasty Retreat”, “False Life”, “Smooth Fall”, “Summon Familiar”, “Oil”, “Magic Arrow”.
8 hero, 2 wizard (Necromancy)

Take the path of the Necromancy subclass, for which you will receive the “Grim Reaper” feature - once per turn, when you kill a creature with a spell, restore a certain amount of health.

You will be able to learn two new spells, which you will choose depending on your preferred playstyle at that time. Don't forget to retrain them.

9 hero, 3 wizard Reach 2nd circle spells, the most effective of which are: “Darkness”, “Increase/Decrease”, “Invisibility”, “Mist Step”, “Scorching Ray”.
10 hero, 4 wizard Add another focus to your arsenal, a couple of new spells according to previous recommendations, and a trait to improve your intelligence stat to 18.
11 hero, 5 wizard Take two 3rd level spells: Curse, Counterspell, Horror, Fireball, Grant Flight, Haste.
12 hero, 6 wizard Gain an additional and improved summon of undead servants, and learn two new spells from the previous level tips.

You can change the leveling by 10 levels of druid and 2 levels of wizard to reach the 4th circle spells of the first and summon a small elemental or forest creature (weida) to the battlefield, but then you will lose the improved summoning from the second class.

Wizard + Warrior

Features: Similar to the Otherworldly Knight subclass, a battle mage with armor and multiple attacks per turn.

  • Levels: 2 warrior, 10 wizard.
  • Subclasses: absent, evocation.
  • Characteristics (abilities): Intelligence 16, Stamina 16, Agility or Charisma 14.

The wizard has survivability issues, which can be compensated by adding a couple of warrior levels to him. Increased stamina of a fighter will make it less likely to lose concentration on spells. In order to have access not only to medium, but also to heavy armor, it is more profitable to start with two levels of a warrior:

Character/Class Level Recommendations
1 hero, 1 warrior The ability of self-healing appears and the ability to choose "Protection" in the combat style.
2 hero, 2 warrior The Rush to Action skill will allow you to use more spells in one turn.
3 hero, 1 wizard Learn from the Fiery Projectile and Shock Touch focuses, and from the Burning Hands, Ice Knife and Thunderwave spells.
4 hero, 2 wizard (Evocation) Choose the Evocation subclass to protect allies from your own abilities.
5 hero, 3 wizard Take Fog Step to retreat after a procast.
6 hero, 4 wizard From the traits, choose 'Statistic Improvement' for +2 Intelligence.
7 hero, 5 wizard There will be access to a powerful "Fireball", which can be used twice thanks to a couple of actions per turn. "Counterspell" is able to turn the tide of the battle.
8 hero, 6 wizard We advise you to take from the spells "Watch seal" and "Acceleration".
9 hero, 7 wizard Recommended from the spells "Fire Shield" and "Summon Lesser Elemental".
10 hero, 8 wizard The strong spells "Wither", "Evard's Black Tentacles" and "Ice Storm" will be unlocked. Traits to choose from include: Stat Upgrade, Elemental Adept, Combat Caster, and Accurate Caster.
11 hero, 9-10 wizard Particularly effective are spells such as Death Cloud, Cone of Cold, Summon Elemental, and Telekinesis.

Especially pay attention to the elemental, which acts as a good tank and will help to divert the attention of the enemy, while having useful skills. At the last level, you can rebuild into a full-fledged wizard. Instead of a mage class in the assembly, you can use a sorcerer or sorcerer.

We hope our guide helped you learn about the best multiclasses in Baldur's Gate 3 and choose the right build. If you have any questions, please write to comments. Follow Baldur's Gate 3 section, on our website.

If you are going to come up with your own multiclass, you can refer to site according to the fifth edition of DnD. Class skills in Baldur's Gate 3 don't exactly match the information listed there, but you can get general information about when a class learns certain spell slots or gains key abilities.

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Walld
Walld
7 months ago

Nice.
Based on some builds, I created my own with a mod for 20 levels.
It's a shame that builds above level 12 are so rare.

Andy
Andy
8 months ago

Excellent!!! Educational. I made conclusions. I'll go... )))

Alexander
Alexander
8 months ago

Very detailed. Nraica

Tatyana
Tatyana
8 months ago

normal guide

Pony “Fon” Hacked
Pony “Fon” Hacked
1 year ago

I'm looking for a multiclass from a paladin and a sorcerer, there are pros and cons, 2 levels in a sorcerer and the rest in a paladin,
Pros, many 1st level slots, allows you to start a fight from afar, when approaching an enemy you can hit him very well, wielding a two-handed weapon, which deals 5~19 damage, plus ive (which allows you to use divine punishment as a retaliatory action, per 1st level slot spells, so far there are 5 spell cells since the character is still 7th level, and undead with 70-80hp with proper luck fly away in one turn, since in the end the character hits three times (1 main blow, 2 goes to crit (which is very often , plus radiant damage on two-handed), and the 3rd blow is a blow with the handle, I don’t its name, deals from 1 to 4 units of damage, often 2-3 plus gloves give 1d4 fire damage)), arcane ives plus range and use in silence

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