Latest Update: August 15, 2026 – Categories: Baldur’s Gate 3
Discover the best Bardadin build for BG3 with our College of Swords Bard and Vengeance Paladin guide delivers massive Divine Smite burst and elite battlefield control.

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The Bardadin is the ultimate “Gish,” a character that excels at swordplay and spellcasting. While a pure Bard can feel slow to start, taking two levels of Paladin immediately grants you Heavy Armor and Divine Smite, transforming you into a powerful melee damage dealer as early as level 2. In Patch 8, the Bard combination domaintes with divine smite and Slashing Flourish, giving you AOE damage, and two separate Divine Smites with a single action. This guide walks you through all the key components of a Bardadin build for BG3 latest patch and update.
This build guide is updated for Baldur’s Gate 3 Patch 8, Community Update #36.
Why Use the BG3 Bardadin Build (Bard Paladin)?

The main reason to use a Bardadin build is having a balance between melee power and spellcasting. Whether it be crowd control, manipulating dialogue, or buffing allies, the Bard has a unique variety of spells that aids your party. With two levels of Paladin, you get access to Divine Smite, giving you massive burst at your first two levels.

The reason you want to use 10 levels of Bard is the Magical Secrets bonus. At Level 10, Bards can pick two spells from any class. Most players pick Banishing Smite (adds 5d10 force damage), which is one of the highest damage melee spells in the game. A 6/6 builds never get this and it fills out the builds unique spellcasting melee damage dealing style.
Another advantage is gaining level 5 divine smite spells. While you don’t have level 6 spells, a level 5 divine smite deals a massive 5d8 radiant damage and an additional 1d8 if its undead or a fiend. Combine that with Banishing Smite, and you’re likely to one-shot any enemy with a devastating melee attack.

Another advantage of the Bard is Crowd Control spells (CC). You gain access to Hold Person, Confusion, Fear, and Hold Monster. Each of these have amazing effects and allows you control even bonuses. Plus, with Hold Monster or Hold Person, you can CC a target, then walk up to it for a guaranteed melee critical!
In the current meta, the Bardadin excels at both melee combat and spellcasting. With crowd control and burst damage, this is a great build to compliment any party looking for versatility on the battlefield in BG3.
Character Creation Selections – Bardadin build

| Choice | Selection |
|---|---|
| Character | Tav Dark Urge (Optional) |
| Race | Half-Orc |
| Class | 2 Paladin, 10 Bard |
| Subclass | Oath of Vengeance, College of Sword |
| Background | Soldier |
| Ability Score | STR: 17 DEX: 10 CON: 14 INT: 8 WIS: 8 CHA: 16 |
| Skill Proficiencies | Persuasion, Medicine |
The most important decision for the Bardadin build is your racial choice followed by your ability score. For race, the Half-Orc is the best for pure melee damage due to a critical hit bonus. Using Hold Person on a target, gives you a guaranteed critical hit. Thus, you can take advantage of this bonus more frequently. An alternative is the Zariel Tiefling which grants free Smite spells. Lastly, a Githyanki is a good choice for mobility especially with a free Misty Step.
Your ability score setup determines what end-game goal you have. Going with 17 Strength assumes you are going to grab a +1 permanent bonus in Act 1. Act 2 has a +2 STR bonus, same with Act 3. Thus, you can end up with 24 Strength without an Elixir, letting you use Bloodlust or another of your choice. However, that leaves 16 Charisma which will be lower for spellcasting potential. To counter that weakness, use the Birthright Hat in Act 3 for +2 Charisma.
You also want to start at level 1 as a Paladin. This unlocks armor and weapon proficiencies, so you can start level 1 with Heavy Armor. Transition to Bard at level 3, when you already have divine smite and some decent spells and subclass features.
Lastly, the Bard will get massive bonuses to skill proficiencies. Your character should be the party face, interacting with dialogue when possible. Ideally, you want to max out your Charisma based skills. To reach 17 Strength you must put Intelligence and Wisdom at 8, which will weaken your skills. However, it is worth it if your goal is pure combat performance and maximizing permanent bonuses which we list below.
Leveling Progression – Bardadin build
| Level | Class | Feature/Choice |
| 1 | Paladin (1) | Proficiency in Heavy Armor and Martial Weapons. |
| 2 | Paladin (2) | Great Weapon Fighting Spells: Divine Favour, Thunderous Smite, Command, Shield of Faith, Wrathful Smite |
| 3 | Bard (1) | Multiclass Bard Cantrips: Vicious Mockery, Light Spells: Longstrider, Dissonant Whisper, Tasha’s Hideous Laughter, Healing Word |
| 4 | Bard (2) | Song of Rest Spell: Speak with Animals |
| 5 | Bard (3) | Subclass: College of Swords Spell: Hold Person Fighting Style: Duelling |
| 6 | Bard (4) | Cantrip: Minor Illusion Spell: Shatter Feat: ASI +2 Strength |
| 7 | Bard (5) | Font of Inspiration Spell: Glyph of Warding |
| 8 | Bard (6) | Spell: Fear |
| 9 | Bard (7) | Spell: Confusion |
| 10 | Bard (8) | Spell: Freedom of Movement Feat: Savage Attacker |
| 11 | Bard (9) | Spells: Hold Monster |
| 12 | Bard (10) | Cantrip: Friends Spell: Mass Cure Wounds Magical Secrets: Banishing Smite, Conjure Elemental |
Action Economy & Buff Stacking

The Bardadin build wants to use actions primarily for weapon attacks or crowd control. You get extra attack after six levels of the Bard, so expect two attacks per action. To increase your Action Economy, take the Elixir of Bloodlust before combat, and use a Potion of Speed with a bonus action once combat has started. That will give you three actions in one turn if you kill one target.

Your best attack comes from Slashing Flourish. This does a small AOE cone in front of you for two meters. You can hit two targets at once, and thus trigger multiple divine smites. Use your highest spell slot for optimal damage and melt targets in melee.

Your bonus actions are going to be primarily used for consumables like potions, or smite spells that require an action and a bonus action. Inquisitor’s Might is a helpful bonus action Paladin action that gives extra radiant damage. You should use this on turn one if you don’t consume a potion and have a free oath charge.

Remember that this build is heavily focused on concentration spells. You won’t be able to cast multiple at a time and required to hold concentration. Spells like Freedom of Movement, Longstrider, and weapon or armor buffs can be cast before combat without concentration. Make sure to go through all of your key buffs after a long rest or before combat.
Gear Progression Path – Bardadin build
Act 1 (Early Game)

| Slot | Item | Effect | How to Get |
| Head | Haste Helm | +1.5 meter Movement Speed. | Looted in the Blighted Village chest. |
| Cape | None | Optional Deathstalker Mantle for Dark Urge Origin | |
| Chest | Adamantine Splint Armour | Cannot be crit; reduces damage by 2. | Grymforge (Crafted) |
| Gloves | Gloves of Dexterity | Sets Dexterity to 18; improves AC and Initiative. | Purchased from A’jak’nir Jeera in the Githyanki Crèche. |
| Boots | Disintegrating Night Walkers | Immune to slipping/webbed; grants Misty Step. | Looted from True Soul Nere in Grymforge. |
| Necklace | Broodmother’s Revenge | Healing the wearer coats their weapon in 1d6 Poison. | Looted from Kagha in the Emerald Grove. |
| Ring 1 | Strange Conduit Ring | Adds 1d4 Psychic damage while concentrating. | Found in a chest in the Inquisitor’s Chamber (Crèche). |
| Ring 2 | Caustic Band | Adds +2 Acid damage to weapon attacks. | Purchased from Derryth Bonecloak in the Underdark. |
| Weapon 1 | Jorgoral’s Greatsword | Colossal Onslaught AOE weapon action. | Sold by Corsair at Grymforge. |
| Weapon 2 | Bow of Awareness | Grants +1 to Initiative while equipped. | Purchased from Roah Moonglow in the Shattered Sanctum. |
Act 2 (Mid Game)

| Slot | Item | Effect | How to Get |
| Head | Fistbreaker Helm | +1 to Initiative and Spell Save DC. | Purchased from Lann Tarv in Moonrise Towers. |
| Cape | Cloak of Protection | +1 AC/Saves | Last Light Talli. |
| Chest | Adamantine Splint Armour | Cannot be crit; reduces damage by 2. | Carried Over from Act 1. |
| Gloves | Flawed Helldusk Gloves | Adds 1d4 Fire damage to weapon attacks. | Crafted by Dammon at Last Light Inn. |
| Boots | Evasive Shoes | +1 to Acrobatics and +1 to Armour Class. | Purchased from Mattis at Last Light Inn. |
| Necklace | Surgeon’s Subjugation Amulet | Once per Long Rest, paralyze a humanoid on a Critical hit. | Looted from Malus Thorm in the House of Healing. |
| Ring 1 | Risky Ring | Advantage on all attacks; Disadvantage on Saves. | Purchased from Araj Oblodra in Moonrise Towers. |
| Ring 2 | Killer’s Sweetheart | Grants an Auto-Critical after killing an enemy. | Found in the Gauntlet of Shar. |
| Weapon 1 | Halberd of Vigilance | +1 Initiative and Advantage on Opportunity Attacks. | Lann Tarv (Moonrise) |
| Weapon 2 | Darkfire Shortbow | Haste Spell and Resistance to Fire and Cold | Dammon Last Light Inn |
| Unique | Resonance Stone | Vulnerability to Psychic damage. | Found in the Mind Flayer Colony. |
Act 3 (Best in Slot)

| Slot | Item | Effect | How to Get |
| Head | Birthright | +2 Charisma (Up to 22). | Rolan (Sorcerous Sundries) |
| Cape | Cloak of Protection | +1 AC/Saves | Carried over from Act 2. |
| Chest | Helldusk Armour | 21 AC, -2 Damage | House of Hope carried by Raphael. |
| Gloves | Helldusk Gloves | +1 to Spell Attack/Save DC; 1d6 Fire damage on hits. | Looted from Haarlep in the House of Hope. |
| Boots | Helldusk Boots | Cannot be moved against your will; grants Hellcrawler. | Found in Gortash’s chest at Wyrm’s Rock. |
| Necklace | Amulet of Greater Health | Sets Constitution to 23; Advantage on CON saves. | Stolen from the Archive in the House of Hope. |
| Ring 1 | Killer’s Sweetheart | Grants an Auto-Critical after killing an enemy. | Carried over from Act 2. |
| Ring 2 | Risky Ring | Advantage on all attacks; Disadvantage on Saves. | Carried over from Act 2. |
| Weapon 1 | Balduran’s Giant Slayer | Uses your CHA for damage | Wyrm’s Way (Ansur) |
| Weapon 2 | Hellrider Longbow | Massive +3 to Initiative bonus. | Purchased from Ferg Drogher in Rivington. |
| Unique | Resonance Stone | Doubles Psychic damage (if using Wrathful Smite, Hunter’s Mark, etc.). | Mind Flayer Colony (End of Act 2) |
Potions, Elixirs, and Consumables
Elixirs

- Elixir of Bloodlust: The Best-in-Slot choice. Bardadins thrive on “Action Economy.” Since Slashing Flourish allows you to hit two targets with one action, a Bloodlust proc gives you another action to Flourish again, potentially hitting 4 targets and triggering 4 Smites in a single turn.
- Elixir of Battlemage’s Power: Grants 3 stacks of Arcane Acuity. While you can build these stacks quickly with weapon hits, this elixir jumpstarts your Spell Save DC, ensuring your Turn 1 Hold Person lands with a 100% success rate.
- Elixir of Viciousness: Increases your Critical Hit range. This is lethal when combined with the Bard’s high-level spell slots; a crit on a Level 4 or 5 Divine Smite can delete most bosses instantly.
- Elixir of Hill Giant / Cloud Giant Strength: Highly recommended if you want to “dump” your natural Strength to 8. This allows you to pump your Charisma and Constitution to the max during character creation while still hitting like a truck in melee.
- Elixir of Vigilance: Grants +5 to Initiative. Since Bards often wear Medium or Heavy armor and might not have the highest Dexterity, this ensures you go first to disable the room before enemies can react.
Potions Consumables

- Potion of Speed: Grants an extra Action and +2 AC. For a Bardadin, this means more Flourishes and even higher survivability. Note the “Lethargic” penalty after 3 turns; plan to finish the fight before then.
- Potion of Angelic Reprieve / Slumber: Vital for Bards. These restore spell slots. Since you burn through slots quickly by smiting on every Flourish hit, these potions keep your “shotgun” loaded for back-to-back encounters.
Oils & Weapon Coatings

- Oil of Accuracy: Grants +2 to Attack Rolls. Essential in Act 3 when facing high-AC enemies like Steel Watchers to ensure your Smites don’t go to waste.
- Drow Poison: Chance to inflict Sleep. Because Bardadins can hit multiple targets per turn with Slashing Flourish, you can potentially put half the room to sleep in one action, setting up guaranteed Crits for your next turn.
Illithid Powers

Tier 1: The Essentials
- Luck of the Far Realms: Mandatory. Turn a successful hit into a Critical Hit. Use this exclusively for your highest-level Divine Smite slot on a boss.
- Favourable Beginnings: Adds your Proficiency Bonus to your first Attack Roll. This helps guarantee your first Flourish hits.
- Cull the Weak: Executing enemies with low HP is great for Bards, as it triggers the Bloodlust Elixir more reliably.
Tier 2: Combat Utility
- Ability Drain: Reduces an enemy stat on hit. By using Slashing Flourish to hit the same boss twice, you quickly drain their physical stats, making them easier to shove or hit later.
- Psionic Backlash: Uses your Reaction to damage casters. Since Bards have fewer useful combat Reactions than Paladins, this is a great way to use your action economy.
Tier 3: High-Tier Mastery (Astral Tadpole)
- Black Hole: Use an Action to pull all enemies into one spot. Pull them in, then use a Melee Slashing Flourish to hit multiple targets at once with Divine Smites.
- Mind Sanctuary: Allows you to use Actions and Bonus Actions interchangeably. This lets you cast a powerful Bard control spell and still use your full multi-attack/smite sequence in the same turn.
- Fly: Grants massive mobility, allowing you to bypass terrain to reach high-value targets for a Smite execution.
Permanent Bonus Tracker

Act 1 Bonuses
- Auntie Ethel’s Hair (+1 Charisma): Sets you up to reach 20 or 22 STR much faster.
- Awakened (Zaith’isk): Allows you to use Illithid powers as a Bonus Action. This is a game-changer; you can Black Hole enemies into a pile and Slashing Flourish them immediately.
- Volo’s Ersatz Eye (See Invisibility): Permanent utility. Prevents invisible enemies from breaking your concentration or flanking your party.
- Loviatar’s Love: +2 to Attack Rolls and Wisdom saves when under 30% HP. Great for those “clutch” moments on the frontline.
Act 2 Bonuses
- Potion of Everlasting Vigour (+2 Strength): Permanent boost to your melee accuracy and jump distance.
- Summon Us: A permanent summon that provides additional battlefield presence and distraction.
Act 3 Bonuses
- Sweet Stone Features (Blessed): A permanent Bless effect from the Circus. This adds 1d4 to all attack rolls and saving throws, perfect for a build that relies on hitting high-damage Smites.
- Mirror of Loss (+2 STR): The most important late-game buff. It pushes your STR to 22+ or 24 if you have other bonuses and feat.
- Anointed in Splendour (+2 All Saving Throws): By offering gold at the Stormshore Tabernacle, you gain a permanent +2 to all saves. Combined with the Bard’s high stats, you become nearly immune to enemy spells.
Combat Strategy

Your overall combat strategy is to pre buff, stun, attack in melee. Your pre-buff rotation is Longstrider, Freedom of Movement, and a spell like Invisibility or Divine Favour before combat starts. Make sure to coat your two-handed weapon in Oil and take an Elixir of Bloodlust just before combat starts.

On turn one, locate your primary target, like a boss or high damage dealer. Your goal is to stun them with Hold Person, or Hold Monster. This will give automatic criticals once you hit the target. One turn two, melee attack the target and upcast your Divine Smite spell for maximum damage. If you can, try to kill a low HP target to trigger Bloodlust if one is near or use Slashing Flourish AOE to hit both at the same time.
For survivability, you will to burst heal with potions using your bonus action. Always save an invisibility potion if you need to flee. Also use Defensive Flourish if you expect an incoming attack to boost AC by 4. Additionally, you can pre-buff with Shield of Faith for another +2 AC before combat starts which should help you avoid being hit.
Party Synergies
Your party composition should contain a Life or Light Cleric (Shadowheart), area based damage dealer spellcaster Sorcerer or Wizard, and a Ranger/Rogue multiclass build for party members. Your Cleric heals and buffs, while your Sorcerer nukes with large AOE spells, and Ranger and Rogue combo helps with ranged damage and exploration. If you don’t need healing, you can swap out Cleric for a melee based Fighter or another spellcaster.
FAQs about the Bardadin Build
1. Why start with Paladin instead of Bard?
Starting as a Paladin at Level 1 is the meta choice because it grants you Heavy Armor Proficiency and Martial Weapons immediately. If you start as a Bard and multiclass into Paladin later, you only gain Medium Armor proficiency. Heavy armor allows you to “dump” your Dexterity (set it to 8 or 10) and focus entirely on Strength and Charisma.
2. When does the build actually “come online”?
The build feels like a standard Paladin until character level 8 with two levels of Paladin for Divine Smite and six levels of Bard for Extra Attack. Below is an example:
- Levels 1-2: You play as a Paladin with Divine Smite.
- Levels 3-7: You are leveling Bard, but you don’t have Extra Attack yet.
- Level 8 (2 Paladin / 6 Bard): This is the “Power Spike.” You gain Extra Attack and Slashing Flourish, allowing you to attack multiple times and dump Smites into every hit.
3. Does “Slashing Flourish” allow for two Smites?
Yes. Melee Slashing Flourish allows you to hit two enemies (or two objects) with one action. The game treats these as two separate weapon attacks. You can trigger a Divine Smite on each of those hits. If you are Hasted and use Bloodlust, you can potentially Smite 6+ times in a single turn.
4. What are the best “Magical Secrets” at Level 10?
Since you only get two picks at Level 12 (Bard 10), you have to be selective. The meta picks are:
- Banishing Smite: A Level 5 spell that deals 5d10 Force damage and can “banish” the target. It stacks with your normal Divine Smite for a “Mega-Smite.”
- Conjure Elemental: You summon a massive HP high damage ally to aid you in combat. It doesn’t require concentration and can be cast before combat giving you a huge advantage every fight.
5. How do I handle the “Low Dexterity” issue?
Because you are likely focusing on STR and CHA, your Initiative will be low, meaning you might go last in combat. You can fix this in three ways:
- Gloves of Dexterity (Act 1.5): Sets your DEX to 18.
- Elixir of Vigilance: Adds +5 to Initiative.
- Hellrider Longbow (Act 2): A “stat stick” that stays on your back but gives +3 to Initiative.
6. Do I use a Two-Handed weapon or One-Handed?
- Two-Handed: Use this if you want if you want the traditional two-handed damage setup. This is best for overall raw damage.
- One-Handed + Shield: this is a less damage dealing setup but much higher AC with a shield and Duelling Fighting Style still works with it.
7. Is this Bardadin better than a pure Paladin?
For damage yes because the Paladin has very few spell slots and not as high of level. Thus, you cannot upcast the Divine Smite to level 5 like a Bard. For defense? No. A pure Paladin gets Aura of Protection (+5 to all Saving Throws), which makes the whole party safer. The Bardadin trades that safety for raw, “delete-the-boss” offensive power.
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