Baldur’s Gate 3 offers many character classes and subclasses to choose from, but you can make your protagonist even stronger by multiclassing, combining the best elements into a unique hybrid build.
As soon as you gain your second level in Baldur’s Gate 3, you’ll gain the opportunity to multiclass. You can also respec your character in the Camp by talking to Withers, giving you plenty of chances to experiment or undo decisions you’re unhappy with.
So if you’re wondering what the best multiclass builds are in Baldur’s Gate 3, here’s everything you need to know about which classes have fantastic synergy when paired together.
Baldur’s Gate 3 multiclass tier list
Best classes for multiclassing in Baldur’s Gate 3
These are the rankings and the explanations for the best multiclass options in Baldur’s Gate 3.
- S = The best muliclasses to play. They work particularly well with each other and usually complement each other’s styles.
- A = These multiclasses are great to play. Some may not complement each other’s stats, but they bring something new and powerful to the game.
- B = While not the best multiclass in the game, they can provide something unique if you’re looking to play a specific kind of character who isn’t fully optimized for the harder difficulty modes.
The Paladin, Warlock, Fighter, and Rogue are usually the best classes for a few level dips. This is because they get some great abilities in the low-level range that can be used across multiple builds. They also tend to work well with anything that isn’t a full spellcaster class, with some exceptions.
While classes like the Monk have received minor buffs in updates, the overall content of the jobs hasn’t changed much since launch, so these builds should be valid, regardless of the patch you’re using.
Best multiclass builds in BG3 explained
S-Tier multiclass options
Below, we’ll be providing details on the exact best ways to build these class combos in Baldur’s Gate 3.
Paladin/Warlock
This holdover build from D&D 5e is a contradiction in terms of character concept. After all, how can you be a holy knight who has also made a pact with an evil supernatural being?
Once you’ve come up with a fancy backstory, you’ll be in for one of the best builds in the game. The Warlock’s ability to restore spell slots from a Short Rest means you can be more liberal with your usage of leveled spells. You’ll also be a master of Eldritch Blast, the best long-ranged Cantrip in the game.
This mix also lets you turn Strength into a dump stat, though it takes some time to get there. Once you hit Warlock 3, you can select Pact of the Blade, which lets you strike using your Charisma modifier, allowing you to become a social-focused character with a lot of combat power.
In terms of build, there are a few options, but Oath of Vengeance Paladin/Fiend Warlock is one of the most effective. Oath of Vengeance gives you lots of great combat moves & debuff spells, while The Fiend gives you Dark One’s Blessing, giving you temporary hit points whenever you kill an enemy.
There are several potential level spreads, but Paladin 7/Warlock 5 is the most effective. The seven Paladin levels give you Extra Attack, Aura of Protection, and a subclass feature, while the five Warlock levels give you level 3 spells.
Pros | Cons |
---|---|
Great synergy for boosting melee attacks with magic | Combining two secondary spellcasters means almost no access to high-level abilities |
Access to one of the best ranged Cantrips in the game | Heavy reliance on low-level spell slots throughout the run |
Great full armor build for spellcasters | Hard to justify in-universe |
Useful stat spread for out-of-combat interactions | Only two Feats |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Paladin 1 | Higher max hit points, armor & weapon proficiencies, Lay on Hands, Divine Sense, Subclass (Oath of Vengeance), Channel Oath |
Warlock 1 | Access to Eldritch Blast, arcane spells, spell slots refresh on short rest, Subclass (Fiend) |
Warlock 2 | Eldritch Invocations (Agonizing Blast + Repelling Blast) |
Warlock 3 | Pact Boon (Pact of the Blade) |
Paladin 2 | Paladin spells, Divine Smite, Fighting Style (Duelling) |
Paladin 3 | Divine Health, Subclass Feature (Abjure Enemy & Vow of Enmity) |
Paladin 4 | Lay on Hands Charge, Feat (Durable) |
Paladin 5 | Extra Attack, Subclass Feature (more spells) |
Warlock 4 | Extra Cantrip, Feat (Ability Score Improvement to Charisma) |
Warlock 5 | Deepend Pact, Extra Eldtich Invocation (Mire the Mind) |
Paladin 6 | Aura of Protection |
Paladin 7 | Subclass Feature (Relentless Avenger) |
Fighter/Barbarian
The Barbarian and Fighter are frontloaded classes that give you a lot early on but are quite boring later. By mixing them, you can have the best of both worlds.
The Fighter brings better armor proficiencies, Second Wind, and Action Surge. The Barbarian on the other hand brings fantastic hit points, Rage, and resistance to several types of damage, making you an unstoppable force of tactical rage.
The best mix is Battle Master Fighter with Berserker Barbarian. The Battle Master adds combat abilities that can be used to inflict debuffs on foes, while Berserker gives you access to a stronger version of Rage and new attacks.
In terms of spread, Barbarian 8/Fighter 4 is a great mix. The Barbarian levels will give you Feral Instinct, two Feats, and your level 6 subclass feature, while the Fighter gets their subclass, a Feat, and their amazing low-level powers. You can also go Barbarian 9/Fighter 3 to trade Brutal Critical for a Feat.
Pros | Cons |
---|---|
Action Surge & Rage combo allows for high-damage combat rounds | Barbarian’s Unarmored Defense will be useless |
High hit points and AC boosts your survivability in combat | Most of your focus will be on melee combat and not ranged |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Barbarian 1 | High starting hit points, Rage, Unarmored Defense |
Fighter 1 | More proficiencies, Fighting Style (Great Weapon Fighting), Second Wind |
Fighter 2 | Action Surge |
Fighter 3 | Battle Master Subclass (Precision Attack, Menacing Attack, Riposte) |
Fighter 4 | Feat (Great Weapon Master) |
Fighter 5 | Extra Attack |
Barbarian 2 | Danger Sense, Reckless Attack |
Barbarian 3 | Subclass (Berserker) |
Barbarian 4 | Feat (Ability Score Improvement – Strength) |
Barbarian 5 | Fast Movement |
Barbarian 6 | Mindless Rage |
Barbarian 7 | Feral Instinct |
Sorcerer/Warlock
This Charisma-centric class combination is fantastically powerful in Dungeons & Dragons, and that extends to Baldur’s Gate, even if some of the spells aren’t in the game.
Taking some levels in Sorcerer will give your Warlock more spells and better ways to use them, thanks to Metamagic. Alternatively, the Warlock addition grants more armor proficiencies, higher hit points, and the beloved Eldritch Blast cantrip.
The intention is to mainly be a Sorcerer and to dip two levels into Warlock so you get access to Eldritch Blast and Agonizing Blast. The final spread will be Sorcerer 10/Warlock 2. You’ll miss out on level 6 spells, but you’ll have the best Cantrip in the game at your beck and call.
In terms of subclasses, Storm Sorcery has an amazing flying escape ability, while The Fiend gives you extra hit points via Dark One’s Blessing.
Pros | Cons |
---|---|
Access to Eldritch Blast means you have an effective weapon when you don’t want to burn through spell slots | No access to high-level spells outside of magic items |
Charisma synergy means you’ll be useful outside of combat | Double-dipping as arcane spellcasters means missing out on other class abilities |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Warlock 1 | Higher Hit Points + Armor Proficiencies, Eldritch Blast, Subclass (Fiend) |
Warlock 2 | Eldritch Invocations (Agonizing Blast + Repelling Blast) |
Sorcerer 1 | Sorcerer Spells, Subclass (Storm Sorcery) |
Sorcerer 2 | Sorcery Points, Metamagic (Careful Spell + Twinned Spell) |
Sorcerer 3 | Metamagic (Quickened Spell) |
Sorcerer 4 | Feat (Ability Score Improvement – Charisma) |
Sorcerer 5 | |
Sorcerer 6 | Heart of the Storm, Heart of the Storm: Resistance |
Sorcerer 7 | |
Sorcerer 8 | Feat (War Caster) |
Sorcerer 9 | |
Sorcerer 10 | Metamagic (Subtle Spell) |
A-Tier multiclass options
While these class combo builds aren’t the best of the best, they are still a solid choice if you’re looking to multiclass in Baldur’s Gate 3.
Cleric/Sorcerer
These masters of the storm are among the best spellcasters in the game, thanks to their control of thunder and lightning via magic spells.
The idea is to take two levels in Tempest Domain Cleric and 10 levels in Storm Sorcery Sorcerer. The Cleric levels give the character more armor proficiencies, but the real reason to follow the holy path is for Wrath of the Storm (a powerful reaction attack), and the mighty Destructive Wrath.
Destructive Wrath lets you expend Channel Divinity to maximize the damage of a Thunder or Lightning spell. This means you can deal ridiculous amounts of damage with spells like Lightning Bolt. You also gain all of the benefits of the Storm Sorcery subclass, enhancing your electricity even more.
Pros | Cons |
---|---|
Amazing Thunder or Lightning damage potential | No access to high-level spells outside of magic items or scrolls |
Armor proficiencies and extra hit points mean you won’t be as squishy as a full spellcaster | Limited healing potential |
The advised level progression for this build is:
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Class & Level | Abilities |
---|---|
Cleric 1 | Higher Hit Points + Armor Proficiencies, Subclass (Tempest), Domain Spells |
Cleric 2 | Channel Divinity, Turn Undead, Subclass Feature (Destructive Wrath) |
Sorcerer 1 | Sorcerer Spells, Subclass (Storm Sorcery) |
Sorcerer 2 | Sorcery Points, Metamagic (Careful Spell + Twinned Spell) |
Sorcerer 3 | Metamagic (Quickened Spell) |
Sorcerer 4 | Feat (Ability Score Improvement – Charisma) |
Sorcerer 5 | |
Sorcerer 6 | Heart of the Storm, Heart of the Storm: Resistance |
Sorcerer 7 | |
Sorcerer 8 | Feat (War Caster) |
Sorcerer 9 | |
Sorcerer 10 | Metamagic (Subtle Spell) |
Rogue/Ranger
The Rogue can deal a lot of damage in combat, but it can be made even stronger by merging with the Ranger due to their incredible synergy.
The ideal mix is Hunter Ranger 7/Assassin Rogue 5. The Ranger levels give you Defensive Tactics, Extra Attack, updated versions of Favoured Enemy and Natural Explorer, and spells. The Rogue levels give you 3d6 Sneak Attack, Cunning Action, and Uncanny Dodge.
This mix of classes is ideal for both powerful ranged builds or dual-wielders, especially if you choose to focus on Stealth.
Pros | Cons |
---|---|
High movement character with powerful ranged options means it’s easy to stay alive | Won’t get the maximum Sneak Attack damage or Evasion |
Extra Attack will make you a lot deadlier than a standard Rogue. | Won’t have access to high-level Ranger spells |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Ranger 1 | Higher Hit Points + Armor Proficiencies, Favoured Enemy (Bounty Hunter), Natural Explorer (Wasteland Wanderer: Fire) |
Rogue 1 | Sneak Attack 1d6, Expertise (Stealth, Sleight of Hand) |
Rogue 2 | Cunning Action |
Ranger 2 | Ranger Spells, Fighting Style (Archery) |
Rogue 3 | Subclass (Assassin), Sneak Attack 2d6 |
Ranger 3 | Subclass (Hunter), Hunter’s Prey (Colossus Slayer) |
Ranger 4 | Feat (Ability Score Improvement – Dexterity) |
Rogue 4 | Feat (Sharpshooter) |
Ranger 5 | Extra Attack |
Rogue 5 | Sneak Attack 3d6, Uncanny Dodge |
Ranger 6 | Favoured Enemy (Keeper of the Veil), Natural Explorer (Wasteland Wanderer: Poison) |
Ranger 7 | Defensive Tactics (Multiattack Defence) |
Fighter/Rogue
Like the Ranger/Rogue, the Fighter/Rogue is a great mixture, but with a switch-up of the level split. You’ll be adding the power of Sneak Attack and extra movement to your warrior build.
The idea is to go for Battle Master Fighter 5/Assassin Rogue 7. This gives you more armor and weapon proficiencies, Second Wind, Action Surge, a Feat, Battle Master maneuvers, and Extra Attack, while the Rogue gets Cunning Attack, 4d6 Sneak Attack, Uncanny Dodge, and Evasion.
This build isn’t quite as focused on Stealth, but the benefits of Sneak Attack means you can be a much stronger frontline warrior, so long as you can gain Advantage on attacks.
Pros | Cons |
---|---|
Cunning Action combined with an armored melee build means you’ll have far more movement options than a standard Fighter | Finesse weapon requirements of Sneak Attack means you won’t be able to use some of the best melee weapons in the game |
Sneak Attack can be brutal in the hands of a close-combat build. | Won’t benefit from heavy armor |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Fighter 1 | Higher Hit Points + Armor Proficiencies, Second Wind, Fighting Style (Duelling) |
Rogue 1 | Sneak Attack 1d6, Expertise (Deception, Stealth) |
Fighter 2 | Action Surge |
Rogue 2 | Cunning Action |
Fighter 3 | Battle Master Subclass (Precision Attack, Menacing Attack, Riposte) |
Rogue 3 | Assassin Subclass, Sneak Attack 2d6 |
Fighter 4 | Feat (Ability Score Improvement – Dexterity) |
Fighter 5 | Extra Attack |
Rogue 4 | Feat (Defensive Duelist) |
Rogue 5 | Sneak Attack 3d6, Uncanny Dodge |
Rogue 6 | Expertise (Sleight of Hand, Persuasion) |
Rogue 7 | Evasion, Sneak Attack 4d6 |
Bard/Rogue
The ultimate skill master. This mixture of classes means you need never worry about failing a skill check ever again, which is great if you want to stack your party with warriors who do the fighting while you sort out everything else.
The ideal mix here is College of Lore Bard 9/Arcane Trickster Rogue 3. The Rogue gets 2d6 Sneak Attack, Cunning Action, and some additional spells, while the Bard gets lots of spells, Cutting Words, extra skill proficiencies, and extra spells from different lists.
The intention is to use the massive skill selection of the Rogue alongside the Bard’s Expertise, Jack of All Trades, and Bonus Proficiencies to give you extra benefits to every skill in the game. When you combine this with the Charisma focus of the Bard, you’ll have the ability to avoid danger at every turn.
Pros | Cons |
---|---|
Best out-of-combat skill user in the game | No access to high-level Bard spells outside of items |
Can bolster your melee & ranged weapons with Sneak Attack | Lacks the Charisma synergy of other multiclass builds |
Cunning Action helps you get out of dodge when enemies are surrounding you. |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Bard 1 | Bard Spells, Bardic Inspiration |
Rogue 1 | Sneak Attack 1d6, Expertise (Deception, Persuasion) |
Rogue 2 | Cunning Action |
Rogue 3 | Arcane Trickster Subclass, Sneak Attack 2d6 |
Bard 2 | Song of Rest, Jack of All Trades |
Bard 3 | Expertise (Performance, Stealth), College of Lore Subclass |
Bard 4 | Feat (Ability Score Improvement – Charisma) |
Bard 5 | Font of Inspiration, Improved Bardic Inspiration |
Bard 6 | Countercharm |
Bard 7 | |
Bard 8 | Feat (Actor) |
Bard 9 |
B-Tier multiclass options
The B-tier multiclass options aren’t the best options available, but you could still give them a try if you’re really into a particular combination.
Paladin/Sorcerer
This strange mixture is all about utilizing the Sorcerer’s main mechanic to maximize your use of Smite spells. You can transform Sorcery Points into spell slots, allowing you to keep throwing out powerful Smites in combat.
The mix here is Oath of the Ancients Paladin 6/Storm Sorcery Sorcerer 6. The Paladin gets armor and weapon proficiencies, Extra Attack, and Aura of Protection, while the Sorcerer levels give you level 3 spells, a host of Metamagic powers, and your second subclass feature.
This combination of classes lets you unleash many powerful melee attacks enhanced with magic while raining down damage at range with your arcane spells.
Pros | Cons |
---|---|
Sorcery Points let you use more of your Smite spells | Lose access to high-level Paladin and Sorcerer spells |
Higher hit points and more armor proficiencies means you’re hardier than the average spellcaster | You only get two Feats |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Paladin 1 | Higher max hit points, armor & weapon proficiencies, Lay on Hands, Divine Sense, Subclass (Oath of Vengeance), Channel Oath |
Sorcerer 1 | Sorcerer Spells, Subclass (Storm Sorcery) |
Paladin 2 | Paladin spells, Divine Smite, Fighting Style (Defence) |
Sorcerer 2 | Sorcery Points, Metamagic (Careful Spell + Twinned Spell) |
Paladin 3 | Divine Health, Subclass Feature (Abjure Enemy & Vow of Enmity) |
Sorcerer 3 | Metamagic (Quickened Spell) |
Paladin 4 | Feat (Ability Score Improvement – Charisma) |
Sorcerer 4 | Feat (War Caster) |
Paladin 5 | Extra Attack, Subclass Feature (more spells) |
Sorcerer 5 | |
Paladin 6 | Aura of Protection |
Sorcerer 6 | Heart of the Storm, Heart of the Storm: Resistance |
Monk/Rogue
A pretty simple mix that turns you into a ninja! To do this, you go Open Hand Monk 9/Thief Rogue 3 and prepare to batter your foes with your fists. You’ll end up with a Dexterity-based character who’s great at close range.
The idea is that the Thief gives you an additional Bonus Action to use in combat, which you can use in conjunction with Flurry of Blows to perform extra attacks. You also have the benefit of Sneak Attack and Cunning Action, all of which are combined with the amazing melee skills of the Open Hand Monk, which is considered a powerful subclass on its own.
Pros | Cons |
---|---|
Great Dexterity synergy between the two classes | No benefit from your Rogue armor proficiencies |
You’ll have more out-of-combat use than a regular Monk | You’ll need high Wisdom, which is usually a Rogue’s dump stat |
Thief’s extra Bonus Action can be used for more Flurry of Blows attacks |
The advised level progression for this build is:
Class & Level | Abilities |
---|---|
Monk 1 | Flurry of Blows, Ki, Unarmoured Defense, Martial Arts |
Rogue 1 | Sneak Attack 1d6, Expertise (Stealth, Sleight of Hand) |
Rogue 2 | Cunning Action |
Rogue 3 | Thief Subclass, Sneak Attack 2d6 |
Monk 2 | Unarmoured Movement, Patient Defence, Step of the Wind: Dash, Step of the Wind: Disengage |
Monk 3 | Deflect Missiles, Martial Arts: Deft Strikes (1d6), Way of the Open Hand Subclass |
Monk 4 | Feat (Tavern Brawler), Slow Fall |
Monk 5 | Extra Attack, Stunning Strike |
Monk 6 | Improved Unarmoured Movement, Ki-Empowered Strikes, Manifestation of Body Subclass Feature |
Monk 7 | Evasion, Stillness of Mind |
Monk 8 | Feat (Ability Score Improvement – Dexterity) |
Monk 9 | Advanced Unarmoured Movement, Martial Arts: Deft Strikes (1d8), Ki Resonation Subclass Feature |
How to multiclass in Baldur’s Gate 3
When you create a character in Baldur’s Gate 3, you’ll be allowed to make a level 1 protagonist. From that point on, whenever you level up, you can multiclass. To do this, press left or right on the level up screen when your class and abilities appear. This will let you select a different class to put the level in.
Once Withers appears in your party, you can talk to him and pay him some cash to respec a character. This will let you use the same method listed above to spread all of the levels you’ve earned so far to your desire.
Should you multiclass in Baldur’s Gate 3? – Pros & Cons
The biggest benefit of multiclassing is gaining access to new class features and proficiencies that you normally wouldn’t have. These can involve giving spellcasters more hit points and better armor options, warriors gaining more skills to use outside of battle, and allowing stealthy characters to use a wide range of magic.
It’s advised that new players who are unfamiliar with D&D avoid multiclassing. While you likely won’t make an unplayable character, tinkering with the rules and experimenting with builds is more beneficial to those who know what they’re doing and what to expect in the game.
There are two main drawbacks when it comes to multiclassing in Baldur’s Gate 3. The first is that primary spellcasters (Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard) won’t get access to their most powerful spells and full allotment of spell slots. This can be a huge penalty in the later stages of the game.
The lesser drawback is that you won’t get access to as many features, and it will take longer for you to acquire them. This isn’t super punishing, as many Feats in Baldur’s Gate 3 are lackluster and can easily be ignored.
That’s all there is to know about how to multiclass in Baldur’s Gate 3. For more on the game, check out the best build for Shadowheart, how to find Halsin, whether or not you can romance multiple companions, and how to revive companions.