Best Multiclass Builds in BG3 — Top 6 Combinations Ranked

Top 6 Multiclass Builds at a Glance
| Build | Split | Role | Difficulty |
|---|---|---|---|
| Bardadin | Sword Bard 6 / Vengeance Paladin 6 (or Lore Bard 10 / Paladin 2) | Burst striker, party face, controller | Medium — straightforward play once set up |
| Sorlock | Draconic Sorcerer 7 / Fiend Warlock 5 | Sustained ranged blaster with Quickened Spell metamagic | Medium — manage two slot pools |
| Tempest Sorcerer | Tempest Cleric 2 / Storm Sorcerer 10 | Maximum lightning damage with auto-max Channel Divinity | Medium — gear-dependent for Wet condition |
| Throwzerker | Berserker Barbarian 5 / Thief Rogue 4 / Champion Fighter 3 | Triple throw attacks with Returning Pike + Nyrulna | High — gear-locked |
| Open Hand / Spores | Open Hand Monk 9 / Spores Druid 3 | Unarmed striker with Tavern Brawler and Symbiotic Entity HP buffer | Medium — pacing intensive |
| Eldritch Knight / War Cleric | Eldritch Knight Fighter 6 / War Cleric 6 | Heavy armor caster with Smite + War Caster reactions | Medium — best for new multiclassers |
Why Multiclass at All? The Power Ceiling Argument
Pure single-class characters in BG3 are perfectly viable and far simpler to play. Multiclassing matters when you want to break through the power ceiling that a single class hits around level 9-10. A pure Paladin 12 has incredible Divine Smite potential, but it lacks the action economy multipliers (Action Surge, Thief's extra bonus action), the metamagic flexibility (Quickened, Twinned, Heightened), and the cross-class spell access (Magical Secrets, Eldritch Invocations) that make a build feel transformative.
Each of the six builds in this guide accomplishes one specific thing that no pure class can match. Bardadin combines two CHA-stat-stacking classes that both benefit from Charisma in different ways — making one stat investment pay double. Sorlock loops Pact Magic short-rest slots into Sorcery Points via Flexible Casting, generating effectively infinite metamagic over a long rest. Tempest Sorcerer's level 2 Cleric dip lets you maximize Chain Lightning damage once per short rest — turning a single spell into the highest-damage cast in the game. Throwzerker uses the Thief subclass's extra bonus action to throw a returning weapon three times per turn with Rage damage attached.
Open Hand Monk dips into Spores Druid for a 5d8 HP shield (Symbiotic Entity) that lets the Monk Flurry-of-Blows aggressively without dying. Eldritch Knight + War Cleric is the only way in BG3 to get full plate armor, Divine Smite-equivalent burst (War Cleric Spiritual Weapon + Spirit Guardians + Smite scrolls), and Wizard cantrip/spell access on the same character. Every multiclass on this list crosses a thresholds pure classes cannot reach.
One caveat: multiclassing requires planning before level 1. You cannot retroactively change your starting class without a Withers respec, and stat requirements (most multiclasses need 13 in two abilities) constrain your point-buy. Read the level order section of each build before committing.
Build 1 — Bardadin (Sword Bard 6 / Vengeance Paladin 6)
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | CHA 17, DEX 16, CON 14, STR 10, WIS 10, INT 8 | Half-Elf race for proficiencies. CHA is the only attack stat thanks to Sword Bard's Slashing Flourish using your spellcasting modifier. |
| Level order | Paladin 1 → Bard 1-6 (Sword at 3) → Paladin 2-6 | Start Paladin for heavy armor and saving throw proficiencies. Multiclass to Bard at level 2. Take Bard up to 6 for Extra Attack, then Paladin 2 for Smite and another Fighting Style. |
| Key feats | ASI CHA → ASI CHA → Great Weapon Master OR Sentinel | CHA 17 → 18 → 20 across the three feat slots, then GWM if running a two-handed Sword Bard or Sentinel if you prefer reactive control with a longsword + shield. |
| Act 1 gear | Sword of Justice + Adamantine Shield + Bard's Greaves of Striding | Sword of Justice's Shield of Faith cast adds free +2 AC. Adamantine Shield from Grymforge removes critical hits. |
| Act 2 gear | Phalar Aluve + Reverberation Boots (Kushigo's) + Hat of Fire Acuity | Phalar Aluve's Shriek debuff stacks with Bardic Inspiration Cutting Words. The Hat of Fire Acuity (Act 2 vendor) charges spell save DC on fire spells — pairs with Scorching Ray Magical Secret. |
| Act 3 gear | Helldusk Armor + Larethian's Wrath longsword + Birthright helmet | Helldusk Armor's Infernal Retribution counter and CHA scaling synergize perfectly. Larethian's Wrath is a +3 longsword. |
| Combat rotation | Slashing Flourish (Action) + Smite (on hit) + Bardic Inspiration (Bonus Action) + Cutting Words reaction | Slashing Flourish = 2 melee attacks each dealing weapon + flourish die. Smite stacks on any one of those attacks. Bonus Action is for Inspiration distribution. Reaction is Cutting Words to reduce enemy damage. |
Build 2 — Sorlock (Draconic Sorcerer 7 / Fiend Warlock 5)
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | CHA 17, CON 16, DEX 14, others dump | CHA for both classes. CON for concentration. DEX for initiative and AC. |
| Level order | Warlock 1-5 → Sorcerer 1-7 | Warlock first for short-rest Pact Magic slots and Eldritch Blast scaling at level 5 (three beams). Then Sorcerer for Quickened Spell metamagic and 4th-level slot access via combined spellcasting. |
| Key feats | Spell Sniper → ASI CHA → ASI CHA | Spell Sniper at level 4 (Warlock 4) doubles Eldritch Blast range and removes half-cover penalty. Then push CHA to 20 across the next two feats. |
| Invocations | Agonizing Blast + Repelling Blast (both Warlock 2) | Agonizing Blast = CHA modifier added to every beam. Repelling Blast knocks targets 4.5m back per beam — great for shoving enemies off cliffs and into surfaces. |
| Metamagic | Quickened Spell + Twinned Spell | Quickened Spell makes Eldritch Blast cost 3 Sorcery Points but lets you Bonus-Action-cast it after your Action cast — doubling your beams in a single turn. |
| Act 2 gear | Spellsparkler staff + Hat of Fire Acuity + Potent Robe (Act 3 unlock at Last Light) | Spellsparkler adds +1 Spell Attack per spell cast (stacks). Potent Robe (Act 1, given by Volo if you save him) adds CHA modifier to cantrip damage = +5 per beam. |
| Act 3 gear | Robe of the Weave + Markoheshkir + Birthright + Spellmight Gloves | Markoheshkir grants Bolt of Ahriman per long rest (heavy single-target damage). Spellmight Gloves add 1d8 to all spell damage including each Eldritch Blast beam. |
| Combat rotation | Action: Eldritch Blast (3 beams) → Bonus: Quickened Eldritch Blast (3 more beams) = 6 beams/turn | Each beam: 1d10 + CHA (Agonizing Blast) + 1d8 (Spellmight). At CHA 20 and level 12, average per beam = ~16 damage, 6 beams = ~96 damage per turn. |
Build 3 — Tempest Sorcerer (Tempest Cleric 2 / Storm Sorcerer 10)
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | CHA 17, CON 16, WIS 13 (required for Cleric), DEX 14 | WIS 13 is the multiclass entry requirement for Cleric. CHA is the casting stat for Sorcerer spells. |
| Level order | Sorcerer 1 → Cleric 1-2 → Sorcerer 2-10 | Start Sorcerer for CHA save proficiency and Sorcerer spell selection. Dip Cleric for Tempest's Destructive Wrath Channel Divinity (auto-max lightning/thunder damage) and heavy armor proficiency. |
| Key feats | ASI CHA → War Caster → Elemental Adept (Lightning) | ASI to CHA 19, then 20 via gear. War Caster for concentration protection on Call Lightning. Elemental Adept (Lightning) ignores lightning resistance — enormous against Steel Watchers and constructs. |
| Spells to scribe | Witch Bolt, Shatter, Call Lightning, Lightning Bolt, Chain Lightning | Lightning theme. Chain Lightning at Sorcerer 9 (effective level 11) plus Destructive Wrath = 4 targets each taking max 10d8 lightning = 80 damage flat per target. |
| Wet condition setup | Create or Destroy Water (Cleric ritual) + Bottle of Wave-Mother's Robes + Ring of Spiteful Thunder | Soak target in water before any lightning spell. Wet condition gives target Vulnerability (double damage) to lightning. Chain Lightning on a wet target deals 160 damage flat — instakill. |
| Act 3 gear | Markoheshkir (Kereska's Favour Lightning) + Robe of Exalted Summons + Spellmight Gloves + Birthright | Markoheshkir's Kereska's Favour adds 1d4 lightning to every cantrip and applies Reverberation. Combined with Storm Sorcerer's Heart of the Storm, you become a self-sustained lightning storm. |
| Combat rotation | Wet target with Create Water → Channel Divinity: Destructive Wrath → Chain Lightning for max damage | Once per short rest you get the auto-max Chain Lightning. Use it on Honour Mode bosses to delete a phase outright. |
Build 4 — Throwzerker (Berserker Barbarian 5 / Thief Rogue 4 / Champion Fighter 3)
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | STR 17, CON 16, DEX 14, others dump | STR drives throw damage. CON for HP. DEX for initiative. |
| Level order | Barbarian 1-5 → Rogue 1-4 (Thief at 3) → Fighter 1-3 (Champion at 3) | Barbarian first for Extra Attack at level 5 and Frenzy at 3. Rogue 4 for Cunning Action + Fast Hands (Thief grants second Bonus Action) + ASI. Fighter 3 for Action Surge and Champion's 19-20 crit range. |
| Key feats | Tavern Brawler → ASI STR → (Champion gives Battle Master Maneuver-equivalent passively) | Tavern Brawler is mandatory — it adds STR to throw attack rolls AND damage rolls. ASI STR to 19, then 20 via Hill Giant Gauntlets in Act 3. |
| Act 1 weapon | Bound Returning Pike (Underdark — Arcane Tower) or Dwarven Thrower (Grymforge) | Returning Pike teleports back after each throw. Throw → Bonus Action throw (Fast Hands) → Bonus Action throw (Thief second BA). With Frenzy, fourth throw is possible. |
| Act 2 gear | Strange Conduit Ring + Caustic Band + Risky Ring | Strange Conduit Ring adds 1d4 psychic per attack while concentrating (use Hunter's Mark or Bless from scroll). Caustic Band +2 acid per hit. Risky Ring grants permanent Advantage on attacks. |
| Act 3 weapon | Nyrulna (Trident from circus) — the best throwing weapon | Nyrulna deals 3d6 thunder damage per throw on top of weapon damage. Returning. AoE thunder damage on impact = group-clearing throws. |
| Combat rotation | Frenzy → Action: throw → Bonus: Frenzied Attack throw → Bonus (Thief): throw → Action Surge (1/short rest): throw + throw | On Action Surge turn: 5 throws. Each throw: 3d6 (Nyrulna) + 1d8 (trident) + STR + STR (Tavern Brawler) + Rage bonus = ~25+ per throw. Five throws = ~125 damage in one turn. |
Build 5 — Open Hand Monk 9 / Spores Druid 3
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | DEX 17, WIS 16, CON 14 | DEX and WIS are Monk's superstats. WIS 13 minimum required for Druid multiclass — you'll have plenty. |
| Level order | Monk 1-6 (Open Hand at 3) → Druid 1-3 (Spores at 2) → Monk 7-9 | Monk first for Martial Arts + Open Hand. Druid 2 for Spores' Symbiotic Entity (4d4 temp HP + 1d6 necrotic on melee). Druid 3 unlocks 2nd-level slots for Pass Without Trace and Spike Growth. |
| Key feats | Tavern Brawler → ASI WIS → ASI DEX | Tavern Brawler is mandatory for Monk — adds STR (or DEX with Manifestation of Body item) to unarmed damage. Then push DEX and WIS together to 20. |
| Act 1 gear | Gloves of Soul Catching (Trial of Tav) + Cloak of Protection | Gloves of Soul Catching at Act 3 grant +20 HP per Stunning Strike connect — but in Act 1 use Gloves of Cinder and Sizzle for elemental damage on unarmed strikes. |
| Act 2 gear | Boots of Stormy Clamour + Reverb Hammer (off-hand) | Boots of Stormy Clamour stack Reverberation on every hit; at 5 stacks = prone + 1d4 thunder damage. Flurry of Blows hits 2-3 times per turn, stacking Reverb fast. |
| Act 3 gear | Gloves of Soul Catching + Helldusk Armor (if you grab it) + Caustic Band + Risky Ring | Gloves of Soul Catching add 1d10 force per unarmed strike + 20 HP per Stunning Strike — bridges Monk's survival weakness perfectly. |
| Combat rotation | Symbiotic Entity (BA, Druid 2) → Stunning Strike (Action attack with 1 Ki) → Flurry of Blows (BA, 1 Ki) = 4 attacks/turn | Each unarmed hit: 1d8 + DEX + 1d6 (Symbiotic) + 1d10 (Gloves of Soul Catching) = ~22 per hit. 4 hits per turn + Stunned target on save fail = massive value. |
Build 6 — Eldritch Knight 6 / War Cleric 6
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Stat priority | STR 17, WIS 14, CON 14, INT 13, DEX 10, CHA 8 | STR for attacks. WIS for Cleric spells. INT 13 minimum for Eldritch Knight (technically 13 STR or DEX is the multiclass req — Fighter accepts either). |
| Level order | Fighter 1-2 → Cleric 1-6 → Fighter 3-6 | Fighter 1 for heavy armor + CON saves. Fighter 2 for Action Surge. Cleric up to 6 for Spirit Guardians (3rd-level spell) and War Cleric's 3 bonus attacks per long rest. Then Fighter 6 for Eldritch Knight at 3 and second feat. |
| Key feats | War Caster → ASI STR → Great Weapon Master | War Caster for concentration safety on Spirit Guardians. ASI STR to 18/19. Great Weapon Master for damage spike at level 12. |
| Spells | Cleric: Spirit Guardians, Spiritual Weapon, Hold Person, Bless, Sanctuary; Wizard (Eldritch Knight): Shield, Magic Missile, Misty Step | Bonded weapon at Eldritch Knight 3 lets you summon your sword to hand — useful when disarmed. |
| Act 2 gear | Adamantine Splint Armor + Sword of Life-Stealing + Tempestbound Mace (off-hand) | Splint Armor blocks crits. Sword of Life-Stealing heals you on hit, sustaining the build. |
| Act 3 gear | Helldusk Armor + Balduran's Giantslayer + Helm of Balduran | Helldusk gives you Infernal Retribution counter. Balduran's Giantslayer doubles STR mod on damage. |
| Combat rotation | Cast Spirit Guardians (Action) → Spiritual Weapon (Bonus Action) → Attack next turn while aura ticks | Action Surge turn: attack 4 times (Extra Attack + Action Surge) while Spirit Guardians ticks. Use War Cleric's Guided Strike (+10 to hit) for the most important attack each turn. |
How to Pick Between These Builds
If you've never multiclassed before, start with Bardadin or Eldritch Knight/War Cleric. Both are forgiving — they have lots of HP, heavy armor (Bardadin via Paladin 1), and a clear single-target damage rotation. Bardadin in particular is the best 'all-in-one' character for solo or 3-party Honour runs because it has burst (Smite), control (Hold Person, Hypnotic Pattern via Magical Secrets), and party face dialogue checks.
If you want maximum DPS, Throwzerker and Sorlock are the two top-tier damage builds. Throwzerker is melee-range with high single-target burst; Sorlock is ranged with sustained AoE potential. Both require very specific gear (Nyrulna for Throw, Markoheshkir for Sorlock) and aren't fully online until late Act 2 or Act 3.
If you want to break the game with a single spell, Tempest Sorcerer is unbeatable. Auto-maxed Chain Lightning against wet targets bypasses lightning resistance with Elemental Adept and deals 160 damage to four targets at once. There are not many encounters where this doesn't end the fight on round 1. The downside is heavy setup (water bottles, scrolls, planning) and the build feels mediocre below level 11.
Open Hand Monk/Spores is the dark horse pick. It looks weak on paper but the combination of Stunning Strike (Wis save or stun, target then auto-crit-takes from allies for a turn) and Symbiotic Entity HP buffer means Monks can survive Honour Mode without heavy armor. The damage curve is lower than Throwzerker but more consistent — every turn deals reliable damage without setup.
Bardadin vs. Sorlock — Which CHA-Based Multiclass Wins?
| Feature | Bardadin | Sorlock |
|---|---|---|
| Best single-turn burst | 120+ damage (Smite chain) | 100+ damage (6-beam Eldritch Blast) |
| Sustained damage | High when Smite slots last | Higher — Eldritch Blast scales at-will |
| Survivability | Heavy armor + Aura of Protection | Medium armor only; relies on Shield reaction |
| Party utility | Bardic Inspiration, Cutting Words, party face | Counterspell, Hypnotic Pattern, no party face |
| Online timing | Full power at character level 8 | Full power at character level 11 |
| Honour Mode pick | Best for first Honour run | Better for veteran players |
Verdict: Bardadin is the safer, higher-floor build with more party utility. Sorlock has the higher damage ceiling but is glass-cannon. For a single-character Honour project, take Bardadin. For ranged DPS in a fixed party, take Sorlock.
Common Multiclass Mistakes
- Splitting too thin across three classes. Most three-class builds are weaker than a clean two-class split. Throwzerker is an exception because each class adds a clearly defined power (Rage, Cunning Action + Fast Hands, Action Surge).
- Forgetting that Paladin and Warlock both require CHA 13 to multiclass. Padlocks and Bardadins die at character creation if you didn't allocate stats correctly.
- Dipping for spell slots only. Sorcerer 2 / Wizard 10 is widely recommended online but does NOT give you Sorcerer spell slots that scale with Wizard level — multiclass spell slot scaling uses the multiclass table, which counts Sorcerer 2 as +2 levels of caster.
- Picking the wrong base class for an ability score multiclass. A character with STR 17 and WIS 8 cannot multiclass Cleric (WIS 13 required). Always check the requirement before committing the first class.
- Ignoring the level 5 power spike. Extra Attack at martial level 5 and 3rd-level spells at caster level 5 are massive. Multiclass builds that delay either past character level 6 feel underwhelming for several levels.
- Putting all ASIs into stats and skipping feats. Even on a CHA-stacking Bardadin, one feat slot to Great Weapon Master, Sentinel, or War Caster is usually more valuable than CHA 19 → 20.
- Not using Withers respecs to test. Multiclass builds are committing decisions — respec at Withers (100 gold) early and often during your first run to feel out which build clicks.
- Trying to multiclass on a tablet/console without checking class requirements in advance. The UI in BG3 doesn't always make multiclass restrictions obvious — you can pick a class on the level-up screen only to discover you don't meet the stat requirement. Pre-plan all 12 levels before character creation.
Frequently asked questions
What's the strongest multiclass for Honour Mode?
Bardadin (Sword Bard 6 / Vengeance Paladin 6) is widely considered the strongest Honour Mode multiclass. It has heavy armor for AC, Aura of Protection for save bonuses, Smite for burst damage, Flourishes for two attacks per Action plus extra dice, Cutting Words as a reaction to reduce enemy attack rolls, Bardic Inspiration to buff allies, and access to Magical Secrets for Counterspell at Bard 10 (if you go Lore Bard 10 / Paladin 2 variant). It is the highest-floor build in the game.
Can I respec my multiclass mid-run?
Yes. Withers (camp NPC after the Chapel encounter in Act 1) offers full respec for 100 gold per session. You can change class, subclass, level distribution, feats, and stats. The only thing you cannot change is your race. Use respecs aggressively during your first multiclass attempt — try one build, respec to another, settle on the one you enjoy. There is no narrative penalty.
Why is Sorlock 7/5 split better than 6/6 or 5/7?
Sorcerer 7 / Warlock 5 is the optimal split because: Sorcerer 7 grants 4th-level spell slots, an ASI (third feat slot), and another metamagic; Warlock 5 grants the third Eldritch Blast beam and Mystic Arcanum is not yet relevant. Going Warlock 6 sacrifices that 4th-level Sorcerer slot for a Pact Boon feature that's situational. Going Sorcerer 8 / Warlock 4 gives you only two Eldritch Blast beams, sacrificing significant ranged damage. The 7/5 split is the sweet spot.
Is Throwzerker really that strong or is it overhyped?
Throwzerker is the strongest single-target damage build in BG3 once it has Nyrulna (Act 3 circus trident) — and that's not an exaggeration. The build relies on a specific item (Returning Pike or Nyrulna), so it's gear-locked until you acquire one. Before Act 2's late stages, the build is mediocre. From Act 3 onward, it consistently deals 100+ damage per turn against single targets and 80+ per turn AoE thanks to Nyrulna's thunder explosion. The build feels overhyped because everyone talks about its endgame; in practice, you spend levels 1-7 doing modest damage.
Can I make a non-CHA spellcaster multiclass work?
Yes. The Eldritch Knight 6 / War Cleric 6 build is INT/WIS-based and works without any CHA. Druid/Monk multiclasses use WIS + DEX. Wizard 10 / Fighter 2 uses INT + DEX/CON. The popular consensus that 'multiclass needs CHA' is misleading — it's just that CHA classes stack the best (Paladin, Sorcerer, Warlock, Bard all use CHA, making one stat investment pay quadruple). Non-CHA multiclasses are viable and several are top-tier.
How important is starting class choice in BG3 multiclassing?
Very important. Your starting class determines your starting proficiencies (saving throws, armor, weapons). Subsequent classes only grant a subset of their proficiencies on multiclass. Most importantly: if you want heavy armor on a Bardadin, you MUST start Paladin (Bard doesn't grant heavy armor on multiclass). If you want CON save proficiency for concentration, start Fighter, Sorcerer, Barbarian, or Wizard (subset). Plan starting class before level 1.
Are three-class multiclass builds worth doing?
Generally no, with two exceptions: Throwzerker (Barbarian 5 / Thief 4 / Champion 3) and Gloomstalker Assassin Fighter (Gloomstalker Ranger 5 / Assassin Rogue 4 / Battle Master Fighter 3). Both of these three-class builds combine specific level-3 power spikes from each class into a complete package that no two-class split can match. Other three-class builds (e.g., Cleric 4 / Paladin 4 / Wizard 4) split too thin and lose the level-6 and level-9 power spikes that make characters feel strong. Stick to two-class unless you're following a specific guide for a three-class build.
What's the easiest multiclass for a first-time BG3 player?
Eldritch Knight Fighter 6 / War Cleric 6 is the easiest. You wear heavy armor (no positioning panic), you have plenty of HP, your Cleric spell list is straightforward (Spirit Guardians, Spiritual Weapon, Bless, Sanctuary), and your Fighter side gives you Action Surge and Extra Attack. The build doesn't depend on specific gear, doesn't need careful resource management, and has clear turn rotation: stand near enemies with Spirit Guardians up, attack with weapon, cast Spiritual Weapon for a free Bonus Action attack each turn. Recommended for first multiclass attempt.
Sources & verification
Continue this guide path
- ›Multiclassing Guide in BG3 — Rules, Best Combinations & When to StartMulticlassing in BG3 unlocks powerful class combinations by spending levels in multiple classes. This guide explains the rules, proficiency requirements, the best 1-2 level dips, and when multiclassing helps vs hurts your character.
- ›Sorlock Build in BG3 — Sorcerer/Warlock Multiclass GuideThe Sorlock is BG3's most resource-efficient damage build. This guide explains the Pact Magic → Sorcery Points loop, optimal level split, best Eldritch Invocations, and how to fire Eldritch Blast with devastating Metamagic modifiers every turn.
- ›Bardadin Build Guide — BG3's Strongest Sword Bard / Paladin HybridBardadin (Sword Bard 6 / Vengeance Paladin 6) is widely considered the most powerful build in BG3. It combines Sword Bard's Slashing Flourish two-attack action with Paladin's Divine Smite and Aura of Protection, making it the best Honour Mode build for first-time multiclassers. This guide details the level split, alternative variants (Lore Bard 10 / Paladin 2), feat order, and full equipment progression.
- ›Lockadin (Paladin / Warlock) Build Guide — BG3's Smite-Spam PowerhouseLockadin (also called Padlock) combines Paladin's Divine Smite with Warlock's short-rest Pact Magic slots to deliver more nova smites per long rest than any other build. This guide details the Paladin 6 / Warlock 6 split, CHA stacking, equipment progression across all three acts, and a full combat rotation showing how to chain Smite-Eldritch Blast turns.
- ›Tavern Brawler Open Hand Monk Build — BG3's Highest-DPS Punch MasterThe Tavern Brawler Open Hand Monk is the highest unarmed-DPS build in BG3 — it stacks STR-modifier-twice attack rolls with Flurry of Blows, Stunning Strike, and Gauntlets of Hill Giant Strength to deliver 4–6 hits per turn that auto-crit on stunned targets. This guide details the STR-based variant, level order, feat picks, equipment by act, multiclass dips, and combat rotation.