r/BG3Builds

Does having an empty off-hand give any advantages?

Hi, everyone!

So, I'm doing a "Captain Jack Sparrow" build, where I go Swashbuckler rogue with rapiers. I want to JUST use a rapier and nothing on the off-hand (because looks cool) but so far, I can only find advantages on using a shield (not just for AC but for the effects of some shields).

My question: Is there any way that I can have some advantage in Just having a rapier and nothing else?

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u/Wanted_Hypnotist — 12 hours ago

Lore friendly subclasses based on evidence and not vibes.

I've noticed some character's being called or referencing classes or subclasses they are not like Minsc being a Berserker, Wyll switching to Ranger after losing his warlock powers, or Gortash calling Durge an Assasin. I'm curious if there are any other instances of a character being referred to as or expressing interest in a certain class or subclass. Most lore friendly multiclass discussions online are based of vibes rather than specific dialogue or meta knowledge like Jahiera being a fighter in the other games or Durge originally being an Oath of Vengeance Paladin.

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u/mood2016 — 14 hours ago

Snow Elf build?

If you guys are familiar with Knight Paladin Gelebor from Skyrim, I'm looking for something like that. Frost magic is usually either only associated with wizardry or necromancy/death. A paladin of the raven queen or maybe a cleric of selune would fit the vibe? But does anyone have a good build plan? It seems like sorcadin, maybe, is the ideal path, but I'm open to any ideas!

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u/Crazzul — 12 hours ago

Phalar Aluve VS. Dual shadow blade? Help me decide!!!

Hi!

My Gale has been climaxing his way through the game as a Bladesinger wizard with Phalar Aluve and I'm loving it so far!

There's just one problem...I just got the ring of shadow blade from Arabella and I thought (huh.... Double shadow blade???)

So now I'm conflicted between wielding 2 shadow blades (the one from the ring is capped as a lvl2 spell (2d8 damage) but I'll upscale the one on the main hand), which makes Gale nuclear bomb, and keep using Phalar Aluve with deals much less damage but thematically it's awesome... It's literally a singing blade!!

I can't decide between maxing damage or honoring the theme..

So help me decide pls!!

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u/Wanted_Hypnotist — 12 hours ago

Best archer for my party?

Hey!

So I'm starting a new honor mode run (my second) and I'm making a party with strong builds and a bit of everything (control, some wet and lightning stuff and an archer based on consumables). I really want a caster, an archer and some close combatants for variety. These 3 builds Iv'e mostly settled on:

  1. A Smite Swords Bard for my Durge (close combat/mid-late game carry)

  2. An OH monk (close combat/early game carry)

  3. Storm Sorcerer (wet and strong lightning aoe. Situational control with ice.)

That leaves the archer. I really want an archer with guidance and an extra source of create water.

In terms of the strongest archer builds that Iv'e found that leaves the 11/1 volley hunter (usually good with fire stuff which would be counter productive in my comp) and and 11/1 EK knight archer with war cleric dip but without band of the mystical scoundrel since I have it on my Durge. Also no Bhaals armor in comp). Which would be the best out of these two in my comp?? (Will take a cleric dip fairly early for guidence).

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u/The_Reignhold — 15 hours ago

Honour mode Party help

I'm planning my first honour mode run right now and hope you guys can give me some input If my party/class selection is a good idea:

Tav:

Either as a Sword bard (drow)

or 5 Hexblade 7 Paladin (Gith)

Shadowheart:

Tempest cleric

Gale:

Evocation Wizard

Astarion:

Gloomstalker Assassin

The Idea behind the Gith is that there is so much good gith specific equipment that can be used without coming into overlaps with other builds.

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u/ImperatorSommnium — 15 hours ago
▲ 0 r/BG3Builds+1 crossposts

Act 1 Mr Voss

I’m well aware about being able to get the silver sword of the astral plane in act 1 if done correctly, if I do this, am I still able to get the voss sword as well? I don’t want to wait until act 3 but also know you can command drop it when he visits your camp. Question is, can I do both? Or does getting one locks you from the other

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u/mr-yo04 — 18 hours ago
▲ 112 r/BG3Builds

The Resonant Four - a no-respec Shadow Blade Party for Patch 8

The Resonant Four

https://preview.redd.it/pqf1y9hk9c2h1.png?width=940&format=png&auto=webp&s=dc6b84d9a7e473a60957599d034adf6453ea1517

Hello there — new players and old-timers alike.

This is a progression-focused Shadow Blade party built to be played from Act 1 through Act 3 without respecs, consumable dependency, or level-12-only theorycrafting.

The idea is simple: Combine Shadow Blade, Booming Blade and terrain punishment in one neat package with Arcane Acuity control lategame.

Most Shadow Blade setups only become relevant late. This one ramps steadily and is already functional in Act 1 – and follows a very satisfying ‘progression’ feel, where you actually play the build throughout the game instead of respec at level 12.

In Patch 8 it ranks among the Extremely Powerful builds in u/Prestigious_Juice341's BG3 Party Building Templates

The builds are based on the best of the best from the legendary author C4b-bg3, but with a focus on a casual, vanilla-friendly playstyle (and with their blessing).

Lets get into it, shall we?

What this guide contains

  • Party overview
  • Core gameplay loop
  • Power curve
  • Milestone progression
  • Build cheat sheet
  • Item cheat sheet
  • Pre-buff cheat sheet
  • Final thoughts after completing the run

Party overview

The party

https://preview.redd.it/ced66t0k9c2h1.png?width=940&format=png&auto=webp&s=e717a8d752507c58a7d1c2f35ab48eca5af1159f

The party is built around six things:

  1. Shadow Blade as the main scaling weapon package
  2. Booming Blade as movement punishment
  3. Cloud of Daggers / terrain pressure to make movement awkward
  4. Resonance Stone to turn psychic damage from good into absurd
  5. Arcane_Acuity_(Condition) to control everything that survives
  6. Keep thing simple: We are doing everything nasty in the game already, so there is really no need for extensive pre-buffs, long rests or elixirs/potions/illithid powers. You can do those things at your own discretion, if playing on insane modded difficulty.

The important part is that Resonance Stone does not create the party.
It amplifies something that is already working.

That is why the party feels good to play before Act 3.

Core gameplay identity

The basic loop is:

  1. Make standing still painful (Typically Cloud of daggers)
  2. Make moving painful (Typically Booming blade)
  3. Hit them with psychic damage (Coolness factor)
  4. Add control once Arcane Acuity and late-game tools are online

Early on, this means Cloud of Daggers, chokepoints, basic control, and good positioning.

Build sources and credits

The builds are based on work by u/c4b-Bg3 , with personal adjustments to fit this specific party progression, item routing, and campaign flow.
Later in the guide there is full level and item cheat-sheets for reference.

Original build references:

The goal of this guide is not to replace those builds.
It is to show how they can be played together as a no-respec campaign party with a clear progression curve. The Hexblade is pretty straight forward and just added by myself.

Power curve

https://preview.redd.it/6et21ngg9c2h1.png?width=940&format=png&auto=webp&s=849e5e4e474e79e480d4d7007c62223c1d96f14d

The party scales unusually evenly.

The rough feel of the run was:

Stage Party feel
Early Act 1 Functional - like most parties at this stage
Late Act 1 Clear identity forming and a few Shadow Blades already appearing.
Act 2 The first real powerspike can be felt at level 6-7
Myrkul Party feels ahead of curve already at level 8
Act 3 - Raphael Full control/damage engine online somewhere around level 9-10 and Raphael can be challenged at this stage.

Milestone progression

https://preview.redd.it/6aqk4w1j9c2h1.png?width=1163&format=png&auto=webp&s=8f40b0b85e261b3275685cd52176820d013efca6

Milestone I — Apprentice

Dror Ragzlin

https://preview.redd.it/ifsr030c9c2h1.png?width=940&format=png&auto=webp&s=4f4790695058430e56460fc3316aa443bdc11ee1

At this stage the party is not broken, and I would not present it as broken. The party already has useful tools, but you still have to play BG3 properly. Positioning matters and poorly chosen battles can still punish you.

Dror Ragzlin is a good first checkpoint because the fight rewards the party’s early identity:

  • punish bad enemy pathing
  • make enemies walk through bad space
  • let the frontliners hold pressure while casters shape the fight

This is where the party starts teaching you how it wants to play in mini-format.

Milestone II — Discovery

Inquisitor / Creche

https://preview.redd.it/h16jrujb9c2h1.png?width=940&format=png&auto=webp&s=44a062c7ac501a7b872eb312eaeac0935d4bb298

The Inquisitor fight was the first point where Shadow Blade really shined (via the Hexblade).

Adding the powerspike from Bladesinger and Swords Bard hitting level 6, and you really start to enjoy the synergies popping up.

Milestone III — Resonance

Myrkul

https://preview.redd.it/b9i2rx0b9c2h1.png?width=940&format=png&auto=webp&s=7f1e6d7ba74c460358150f52f2be9f0b1fcf7b73

Example of Myrkul kill video:

This is the real turning point of the guide.

Myrkul was the first encounter where the party felt clearly ahead of the campaign curve - and importantly: Resonance Stone does not affect undead.

Taking Myrkul down that easy, and then afterwards running around with Resonant Stone to the song of double damage in act 3 is one of the greatest power spike experiences in BG3.

Milestone IV — Apotheosis

Raphael

https://preview.redd.it/mr8q0tt99c2h1.png?width=940&format=png&auto=webp&s=c1c7733ab82733ebdb9879ea6efc9a84eb17f83a

Example of Raphael kill video:

By Act 3, the full system is online.

At this point:

  • enemy movement is heavily punished
  • psychic scaling is fully active
  • Arcane Acuity gives the party reliable fight control
  • each character has a real damage role
  • regular 200+ damage turns are realistic from each party member

At this stage the party stops feeling like four optimized characters and starts feeling like one resonant machine.

Build cheat sheet

Name Smite Shadow Singer The Waterdeep Brat The Storm Bard Hexblade
Level order Wizard6->Paladin2->Wizard10 Figther8->Warlock1->Figther 11 Bard6->Sorcerer6 Warlock 12
Stats 10 STR / 16 DEX / 14 CON / 16 INT / 10 WIS / 8 CHA 8 STR / 16 DEX / 14 CON / 8 INT / 12 WIS / 16 CHA 8 STR / 17 DEX / 14 CON / 8 INT / 10 WIS / 16 CHA 10 STR / 16 DEX / 14 CON / 8 INT / 10 WIS / 16 CHA
Feats ASI(INT), ASI(INT) Savage attacker, ASI(Char),  ASI(Char) Moderately armoured (+1Dex), ASI(Dex) ASI(Char), ASI(Char), Savage Attacker
Key choices Bladesinger, Oath of the Crown, Fighting Style: Defense Eldritch Knight, Hexblade, Fighting Style: Defense Swordbard, Storm sorcerer, Metamagic: Twinned, Extended, Quickened Hexblade, Pact of the Blade, Lifedrinker
Key spells Shadow blade, Mage armour, Booming Blade, Shield, Hold person, Hypnotic Pattern, Hold Monster, Counterspell Shadow blade, Booming Blade , Shield, Misty Step Shadow blade, Booming Blade, Shield, Cloud of Daggers, Enhance Ability, Counterspell,  Chromatic Orb, Shocking Grasp, Lightning bolt Booming Blade, Shadow blade, Cloud of daggers, Counterspell, Elemental Weapon
Story/items Resonance stone

Item cheat sheet

* Marks best in slot/Important items.

Character Smite Shadow Singer The Waterdeep Brat The Storm Bard Hexblade
Head Haste helm -> Helmet of Arcane Acuity* Headband of intellect* -> Birthright Mask of Soul Perception Diadem of arcane synergy*
Shoulders Cloak of the Weave Cloak of Protection Cloak of Displacement Vivacious Cloak
Torso Graceful Cloth -> Armour of Landfall Adamantine Splint Armour -> Armour of Persistence Luminous Armour -> Armour of Agility Adamantine Scale mail -> Helldusk Armour
Hands Bracers of defence -> Gauntlets of Hill Giant Strength* Gloves of Dexterity* -> Legacy of the Masters Gloves of Battlemage's Power* Flawed Helldusk Gloves -> Helldusk Gloves
Feet Disintegrating Night Walkers Boots of Persistence Watersparkers Boots of striding
Main hand Shadow Blade* Phalar Aluve -> Shadow Blade* Club of Hill Giant Strenght -> Shadow Blade* Shadow Blade*
Off hand Rhapsody Sentinel Shield Ketherics Shield Belm
Ranged Bow of Awareness Vicious Shortbow Titan String or Bow of the Banshee -> Hellrider Longbow Dead shot
Neck Amulet of the Devout Periapt of Wound Closure Amulet of Greater Health* Broodmothers revenge
Finger #1 Band of the Mystic Scoundrel* Ring of Free Action Callous Glow Ring Strange Conduit Ring*
Finger #2 Ring of Protection Ring of Arcane Synergy* The Sparkswall Shadow-cloaked ring

 

Pre-buff cheat sheet

Character Buffs
Hexblade Shadow Blade, Magic Weapon, Bind Hex Weapon
Smite Shadow Singer Shadow Blade, Mage Armour (until lategame), Longstrider on team
Storm Bard Shadow Blade
Waterdeep Brat Shadow Blade if available, Bind Hex Weapon, Optional Arcane Elixir route for earlier access

The party does not need a ten-minute ritual before every fight to function.

Why play this party?

Play this party if you like:

  • Gish characters
  • Shadow Blade
  • battlefield control
  • Act 1-to-Act 3 progression
  • Insane lategame (that you 'earned')
  • strong builds that still feel like you are playing the campaign

Do not play this party if you want:

  • the fastest possible one-turn nova setup (Look here: The OTK Party)
  • the most tanky setup in the world (Look here: The Immortal Four)
  • If you hate the Steelwatch Titan. Seriously. Don't fight them with a Shadow Blade :)

Final party

https://preview.redd.it/sk7zht489c2h1.png?width=940&format=png&auto=webp&s=ed08b32a3e2edb6d76585f75648e8dbb45dfcb07

We all know Booming blade and Shadow-blade are strong. Resonant stone only amplifies that. If you also add nearly full spellcasting abilities and arcane acuity, you are nearing the ultimate party, that the game has to offer. This is literally it.

Bringing the epic builds from C4b-bg3 together in one imbalanced party, that is frictionless to play AND level have been a huge blast. If I ever was to replay the game from scratch 10 years form now, I would not hesitate to use this party again.

I hope you have enjoyed the guide, and maybe have been inspired to once again journey into the world of BG3 :)

/Crown

 

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u/CrownWBG — 1 day ago

Currently building a Duergar Crit Archer. Need some help. (No honor mode)

These are the classes I'm planning to use:

  • Fighter, Arcane Archer - 8 levels
  • Rogue, Assassin - 3 Levels
  • Warlock, GOO or Hexblade.

Here's the flow I am thinking of:

  • Sneak in the right position
  • Cast Hex or Hexblade's Curse (if Hexblade) to suprise target.
  • Guaranteed crits (spreading frightened if GOO)
  • Either flee, or if ending the battle is possible, use Seeking Arrows to guarantee hits or use the rest of the party to finish them off

What I need help with is the leveling path. What I currently have is:

  • Level 1 - Rogue (for skills)
  • Level 2 to 6 - Fighter (Lv.5)
  • Level 7 to 8 - Rogue (Lv.3)
  • Level 9 to 11 - Fighter (Lv.8)
  • Level 12 - Warlock

My problem is, is that Warlock comes really late. Any ideas on getting Warlock earlier?

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u/Eroldin — 23 hours ago

Modded Fire Sorlock Build Help

I assume everyone is familiar with the 1/11 Fiend Warlock / Draconic Fire Sorcerer build (https://www.reddit.com/r/BG3Builds/comments/196mpii/honor\_mode\_111\_fire\_sorlock\_complete\_build\_guide/ ) that uses a bunch of gear riders to make Scorching Ray really strong and stacks arcane acuity for extended command and stuff. Are there any improvements for the build that use the gear in Fade's Equipment Distribution? While modded difficulty is part of it, I'm more so looking for gear that will enhance the build. Thank you

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u/DivineScyther — 19 hours ago

Give me your best parties using this template!

So there are plenty of threads and posts about 'OP multiclass' builds and parties involved. But I want to see if this community can come up with a template I use for my own party crafting.

Here's the rules I set for myself before the template:

  1. No multiclassing. Just pure Level 12 subclasses all the way.

  2. Don't make them with any Ability Score improving stuff like the Hag's Hair, the Everlasting Vigour Potion, and the Mirror of Loss. Equipment like the Club of Hill Giant Strength is fair game though.

  3. No Camp Clerics/Rogues. Everything in this template must in the kit of the four party members.

Now for the actual template:

  1. A Charisma class to act as the face.

  2. Someone on the Party with Sleight of Hand for all the lockpicking.

  3. All the following spells: Longstrider, Counterspell (as early as Act 1), Aid, Heroes' Feast, and Speak with Animals.

  4. At least one high Strength party member, mainly if your Tav or Durge is a short folk that needs to be tossed over to something and to carry the party loot.

  5. One or two Martial/Frontline classes, because a squishy party ain't really a fun party.

  6. No overlapping gear. These builds need to be made with a party composistion in mind.

For an example of the kind of party:

  1. College of Swords Bard (Longstrider, Charisma, Sleight of Hand, Speak with Animals, Martial)
  2. Tempest Domain Cleric (Aid, Heroes' Feast)
  3. Hexblade Warlock (Act 1 Counterspell, Charisma, Martial)
  4. Giant Barbarian (High Strength, Martial)

Let's see what you guys can come up with!

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u/Navek15 — 1 day ago

GWM Hexblade

I want to make Wyll a Hexblade Warlock, however, whenever I search for a Hexblade build, people use Shadow Blade and shield or dual wield Shadow Blade + something.

I'm trying to avoid that, probably by using two-handed weapons, like a regular Bladelock. Would that be possible? How viable would it be compared to the standard Hexblade + Shadow Blade build?

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u/No_Okra6677 — 1 day ago

Subclass pairing with Cleric

This is probably my least original idea for a build, but I am considering making an 11 Druid/1 Nature Cleric character. My trouble is I do t necessarily want to overlap with both Halsin and Jaheria, and I’m not concerned about this being a spore Druid. So with all of that being said, how good would circle of stars be when paired with a nature cleric, or am I really just better off doing either moon or land?

Also, with Stars Druid, if I use those forms instead of the standard Druid Wild shifts, do I still need to prioritize Dex? I heard high Dex is needed to keep AC up when using Wild shift but it seemed counterintuitive to me a bit since Druids don’t use anything else weapon wise that benefits from high Dex.

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u/Bigsexyguy24 — 1 day ago

Spirit Guardians, Sword Bard, Phalar Aluve, Blood of Lathander?

Hi,

Planning to make a radiating orb build using spirit guardians, trying REALLY hard to make a variation of it dual wielding Phalar Aluve and Blood of Lathander but cant seem to make it click.

Currently only level 7 (Act 2) with 5 war cleric 2 bard just because 5 WC is the earliest i can get spirit guardians, i am aware the offhand attack and extra attack dont stack sadly. Gear is pretty much bis tho, arcane acuity helm, luminous armor, etc. Went dual wielder feat so I can actually hold both in my hands, wanna use shriek + illumination from lathander and maybe attack with them from my 2nd turn onwards. Issue is, im REALLY struggling to make it work. I thought that the two-weapon fighting would be really cool!

Anyone have any advice for a dual wielding build using spirit guardians, more specifically levelling order? At max i plan to go something like 10 bard 2 paladin, or 10 bard 2 storm sorc for flying.

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u/Garon-of-not-nohrm — 1 day ago

My OC feels underwhelming

[Act 2 spoilers]
So guys, last week i decided to buy the game because it was 25% off and i already got almost 40 hours in it, I’m loving it and it is probably one of the best experience i ever had playing a videogame. The problem is that i have never played a crpg or dnd so i have 0 knowledge on how to build a character. I decided to play a sorcerer cause i find it cool and even thought i love how useful it is in environmental puzzle and things like that i feel like i deal way less damage than i should be, my party is composed of: My OC a wild magic sorcerer, Shadowheart full healing cleric, berserk Karlach and thief Astarion. I like the team and i dont think the game is too hard but its pretty sad to see how Karlach and Astarion carty every fight while my OC deal like half of their damage while also having to use spellpoint. Do you guys have any suggestions on how to make my character stronger or things like that?

I am almost at level 9 and i explored basically the whole shadowlands, im at the point where i have to go to the tower

https://preview.redd.it/6ktqkk586a2h1.png?width=1608&format=png&auto=webp&s=fecb5495ebdba815e07efebe2c7073bc49525415

edit: added a photo of the team and spells, also i dont like the idea of changing a character original class, or at least not for my first time playthrough. The team is also based more on how much i like a character than how useful he actually is, shadowheart is the pg im going to romance so its out of question that i remove her, karlach i find funny and astarion im not to fond of but i already am a sorcerer so even thought i would have liked gale better i didnt put him and just left astarion cause i straight up hate Lae Zael

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u/Danghiero — 1 day ago

Is there a list or spreadsheet anywhere covering items?

It’s been a while since I’ve played so I forgot a lot of stuff. I wanna start some more playthroughs, but I need to remember some of the items

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u/Quick-Health-2102 — 1 day ago

Need a third bumbling idiot for Gale to babysit

Trying to put together a squad after my current play through finishes. The idea is for three well-meaning dipshits who wander around causing problems, to consistently and accidentally leave things far better than they were before they got there. They accomplish this through the overwhelming power of being really quite lucky, quite a lot of the time. And Gale.

I'm really trying to maximize the feeling of "ridiculous bullshit keeps happening whenever these assholes show up, but it always seems to go in their favor." WM Sorc Tav and WM Barb Karlach will be the mainstays. Gale will spec Divination to keep his dumb friends from blowing themselves up when Tav tries to William Tell a firebolt at the barrel of smokepowder Karlach is balancing on her head.

I haven't attempted Tactician difficulty yet and might consider using this crew for that, if it seems strong enough. That's not the priority, though, fun/RP is. The only things I won't change are:

-Tav: Halfling (for the luck trait/it'll be extra funny romancing Karlach) Wild Magic Sorc, lucky feat at 4

-Karlach: Wild Magic Barb, Lucky feat at 4

-Gale: Divination Wizard, lucky feat at 4

Not sure who a good fourth would be. I'd like to >!respec Minsc as a drunken master monk, but he isn't available until act 3!< . Monk and Bard seem like they could potentially fit the theme, but I've never played either so I'm not familiar with how they work or their subclasses. A 1-2 level dip for any of them would be fine, especially if it gives more opportunities for WM to trigger.

I've only really started learning DnD 5e systems/terms in the last couple of years or so, so I'm not very knowledgeable about a lot of the mechanics yet. Any ideas would be appreciated: who/what class the fourth could be, other feats (Sentinel Gale desperately swatting at goblins trying to keep his little idiots alive), and gear especially.

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u/Raszro — 1 day ago

Honor Mode Part Feedback?

So this is my first genuine attempt at Honor Mode, and I think I have a good plan laid out for my build. I've compiled the party builds on EIP in the links below, but here's a brief summary:

Karlach to Face Tank as Oath of the Crown Paladin

Redeemed Shadowheart to be right behind applying afflictions, control and radiant damage as a Light Cleric/Stars Druid

Resisting Durge as Shadow Sorcerer with high spell DC and spell attack rolling for casting damage.

Astarion as an Arcane Archer built with high crit chance and for pumping out ranged damage from inside darkness (Shadow Sorcerer)

Any feedback on shortcomings or improvements I could make would be greatly appreciated!

EIP Links with full build details:

https://eip.gg/bg3/builds/crown-paladin-karlach/

https://eip.gg/bg3/builds/starry-radiance-shadowheart/

https://eip.gg/bg3/builds/shadow-mage-durge/

https://eip.gg/bg3/builds/shadow-archer-astarion/

u/ChoniclerVI — 1 day ago

Why is (non bugged) Vengeance Paladin so good?

I feel like people talk about 2 major things when they say that Vengeance Paladin is one of the best subclasses in the game, one being Vow of Enmity and the other being Haste. I'm not completely sold however

* Vow of Enmity: assuming it's bugged and you're not supposed to be able to cast it on yourself, the ability is great for killing bosses but rather meh in most encounters and barely worth the bonus action + channel oath charge.

* Haste: This one is more understandeable but could lead to some devastating consequenses if you drop the concentration. Noteworthy is that it will be very hard to lose that concentration since you get access to heavy armor, Aura of Protection (+3 to 7 on saving throws depending on the build) and +2 AC from the Haste. Still, if you get unlucky on honour mode and drop the concentration on your first turn you are in a lot of trouble. Being a melee character you will sometimes be in positions where the enemy will hit you. I guess the counter argument to that would be "kill everything before it kills you" but I don't think that logic applies to every single fight in the game.

Now what I do think works for Vengeance Paladin and the reason I'd use it is as a supportive Paladin with Inquisitor's might. If you buff a Gloomstalker/ Thief archer and have +7 Charisma, your archer would get +35 damage on its first turn (I won't even mention buffing a Swords Bard archer since they're already game breaking). Being able to use Vow of Enmity vs bosses and Inquisitor's might in other fights also make the class very flexible which speaks for it

With all that being said, what am I missing with the Vengeance Paladin? Except the name of the subclass being bad ass of course

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u/Bongoblue — 2 days ago

I feel like Hexblade is more worth going straight 12 far more than it is dipping the majority of the time

Whenever someone asks for a Hexblade build on here, I frequently see people recommending Swashbuckler, Paladin, or Sorc dips. Lets go over what you're actually missing out on.

Dip 1 level - You lose Lifedrinker, a CHA to damage DRS and one of the best DRS sources in the game (in non-honor modes).

Dip 2 levels - You lose an extra spell slot and access to the (albeit not super great) mystic arcanum.

Dip 3 levels - You lose on Armour of Hexes, not a big deal.

Dip 4 levels - You're losing out on Level 5 spells, and Minions of Chaos, a huge power spike for a solo player.

You lose out on everything outlined above for what, a conditional bonus attack disarming strike? That's not even getting into how every level you dip is just delaying the next Hexblade level's power spike, with how loaded with features its 1-9 is can be pretty significant.

I can understand throwing in a level of hexblade on another build for the Hex weapon, but if you're gonna play majorly as a hexblade, I don't understand why you would dilute yourself.

TDLR: Hexblade is one of the best classes in the game pure, and you're diluting it significantly by taking dips.

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u/Icy_Archer7190 — 2 days ago