Highlights
- Paladins in Baldur’s Gate 3 can utilize both magic and non-magic attacks, making them versatile in battle and able to deal high damage.
- Feats like Sentinel, Savage Attacker, and Great Weapon Master are particularly useful for Paladins, granting extra attacks, increased damage, and the ability to protect allies.
- Other recommended feats for Paladins include Tough, Durable, Alert, War Caster, Lucky, Mage Slayer, and Heavy Armor Master, each offering unique benefits such as increased health, improved concentration, better initiative, and reduced damage from non-magical attacks.
Baldur’s Gate 3 comes with many classes to choose from. If you want to smooth-talk your way out of fights and enjoy supporting your party from afar, then classes like Bard and Cleric are great options. If you want to head straight into the fight and start hitting your foes head-on, then Paladin is the perfect class.
Paladins have the potential to utilize both magic and non-magic attacks to gain the upper hand in battle, so you can vary your play style however you want and still hit hard. Feats are an important part of Baldur’s Gate 3, so it’s good to know which ones are the best for you.
10 Sentinel
The Sentinel feat is great for Paladins who also have other melee-focused characters on their team. The feat allows you to use your reaction to attack an enemy that attacks an ally within range, which can be perfect for punishing strikes against party members who have less health and protection.
You also gain advantage on opportunity attacks, and your opportunity attacks temporarily immobilize enemies. This feat is particularly excellent for tight spaces like doorways, potentially stopping any invading forces from getting past you.
9 Savage Attacker
Savage Attacker is a great feat for nearly any damage-focused character. The feat gives you two rolls of the damage dice, and the higher roll is used.
The feat is useful to get that extra boost in damage. Paladins can use Divine Smite, which deals an additional 1d8 in radiant damage. Using Savage Attacker here means you’ll re-roll the damage dice for both your normal damage and the radiant damage, giving you a huge boost in the total output. When you hit level 11, you gain improved Divine Smite, which gives you a 2d8 roll for damage.
8 Great Weapon Master
The Great Weapon Master feat grants an additional attack when you make a critical hit or kill a creature with a melee attack. An additional attack can give you a huge advantage during a fight since you can double your entire damage output in a single turn. The extra attack costs a bonus action, though.
The feat also provides a plus ten to your damage roll but a minus five to your attack roll, meaning you can add ten to your damage, but you’re less likely to actually land the hit. It’s a risk-and-reward mechanic that can be toggled on and off, depending on your preference.
7 Tough
Tough is a decent feat for those characters out on the frontline. The feat adds two points to the maximum HP score for every level, meaning you have the potential to create a character that can tank a lot of damage.
Constitution is a good statistic to focus on for any character since it affects your hit points and your stamina. Many items can increase your health, but if you’re looking for something to give you a little help during the early parts of the game, then the Tough Feat is a good option.
6 Durable
Durable is another feat that allows you to gain a point on your constitution. It also allows you to regain all your health on a short rest. With short and long rests being incredibly important for healing and replenishing slots, regaining all health points on a short rest makes it a powerful feat.
It can be especially useful if you’re in dangerous areas that don’t allow for long rests. The Paladin of your party can essentially become unstoppable, especially if you’ve focused on increasing the maximum hit points.
5 Alert
Alert is a great feat for Paladins to take during fights. The feat makes it impossible for you to be surprised and gives you a plus five to your initiative roll.
The initiative roll decides the order of attacks during a fight, so getting the first hit is really important if you want to gain the upper hand. With Paladin being such a hard-hitting class, having them fight as soon as possible is a huge help. If paired with the Sentinel feat, your Paladin can help protect the weaker members of the party who can’t fight during their turn.
4 War Caster
War Caster is a really useful feat for maintaining concentration on spells used throughout a fight. Paladins naturally have concentration spells they’ll need to save, including Wrathful Smite, Searing Smite, and Divine Favour, which boost damage during fights.
Paladins can also use other spells, like Hold Person, which can be really useful if you want to take certain fighters out of combat for a few turns. The feat also lets you use your reaction to cast Shocking Grip as an opportunity attack, which is a nice bit of extra damage to enemies.
3 Lucky
Lucky is a feat designed for nearly every class, as it can be used both in and out of combat. The feat gives you three luck points that you can use to gain advantage on attack rolls, ability checks, and saving throws. It can also be used to make an enemy re-roll their attack rolls, which could save you from being hit entirely.
Your luck points are restored after a long rest, so gaining this feat at the beginning of the game can give you an advantage in nearly every quest. It’ll come in handy whether you’re wandering the wilderness or hanging around in the city.
2 Mage Slayer
This feat gives you the ability to make an attack as a reaction to enemies casting spells in melee range. Enemies will also have a disadvantage on rolling to save their concentration.
If, like many others, you experience the pain of losing a party member to a Hold Person spell or a Sleeping spell, this feat can come in handy. Fights that contain spell casters can hinder the movement and fighting abilities of many characters, so getting them out of the way quickly is a big priority. With the Mage Slayer feat, you can get rid of them as soon as possible and go back to enjoying the fight.
1 Heavy Armor Master
Paladins are already proficient in heavy armor, so you can have them running around with nearly anything as long as it increases their armor class and gives them some nice benefits. Gaining Heavy Armor Master lets you gain a point in strength and decreases damage from non-magical attacks by three points while wearing heavy armor.
Considering Paladins fight in close combat, non-magical attacks are pretty much guaranteed, so decreasing the damage gives you a huge advantage against any enemy, especially against big-hitting bosses.