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Build Guide

Minthara Companion Build Guide in BG3 — Oathbreaker Paladin & Undead Army

By LootLore EditorsPublished Updated
Build at a glance
Level 4
ASI — CHA 16→18
Level 8
War Caster
Level 12
ASI — CHA 18→20 (if not wearing Birthright) or Polearm Master
Baldur's Gate 3 — Minthara Oathbreaker Paladin companion build

Minthara Build at a Glance

Attribute / FeatureValue / Choice
RecruitmentAct 1 (side with goblins) or Act 2 (non-violent knock-out in Act 1, rescue from Moonrise Towers)
Default ClassPaladin — becomes Oathbreaker if you sided with goblins; may need respec if rescued peacefully
Best SubclassOathbreaker (for Animate Dead + Aura of Hate combo)
Stat PriorityCHA 18 → 20 > STR 16 > CON 14
Armor (Act 2)Reaper's Embrace (Moonrise Towers) — necrotic damage aura for wearer
Armor (Act 3)Helldusk Armor — fly ability, fire resistance, Flame Shield reaction
Weapon (Act 1)Sword of Justice (+1, adds Tyr's Protection aura) or Phalar Aluve (shriek debuff)
Weapon (Act 3)Balduran's Giantslayer — doubles STR bonus on damage vs. Large/Huge creatures
HelmetBirthright (+2 CHA) — raises CHA 18→20, boosting Aura of Protection and Aura of Hate
GlovesGauntlets of Hill Giant Strength (Act 3 — sets STR 23, freeing up STR investment)
Key Feat (Lv 4)ASI CHA 16→18 (mandatory — every +1 CHA improves Aura of Protection and Aura of Hate)
Key Feat (Lv 8)War Caster or ASI STR 16→18 depending on build path
Key Feat (Lv 12)ASI CHA 18→20 (if not using Birthright) or Polearm Master for Bonus Action attacks

How to Recruit Minthara — Both Paths Explained

Path 1 — Goblin Route (Act 1): This is the straightforward recruitment path. In Act 1, when given the choice to assault the Druid Grove or side with the goblin leaders, choose to side with Minthara and help her raid the grove. After the raid succeeds, she becomes a permanent companion (she may also be a romance option in this path). The downside is that this path closes off the Tiefling refugees, Halsin, and several major Act 1 questlines. Minthara will arrive as an Oathbreaker Paladin, which is exactly the subclass you want.

Path 2 — Non-Violent Rescue (Acts 1 and 2): This is the more complex path that allows you to get Minthara without destroying the grove. In Act 1, find Minthara in the Goblin Camp's Shattered Sanctum. Instead of cooperating with her plan, use the Illithid persuasion option or knock her out during combat without killing her. Her body will be found at Moonrise Towers in Act 2 — rescue her from the prison there. She will join your party in a weakened state. In this path, her Paladin subclass may not be Oathbreaker by default, and you will want to respec her at Withers to Oathbreaker to access her best features.

Both paths lead to the same companion, but the goblin route gives her more immediate approval and dialogue options throughout the game. The non-violent path is mechanically equivalent for build purposes but requires more planning in Act 1 and a guaranteed Withers respec in Act 2.

Minthara is a Drow Paladin with a Lawful Evil alignment and a complicated relationship with the Absolute. Her background (Acolyte) gives her Insight and Religion. She approves of strength, dominance over others, decisive action, and cruelty toward enemies. She disapproves of weakness, mercy toward enemies, and deference to others. Playing a ruthless or power-focused character naturally builds her approval.

Why Oathbreaker Paladin is Minthara's Best Build

The Oathbreaker subclass is unique: it requires a Paladin to have broken their sacred oath, which happens automatically in the game either when you side with Minthara to attack the Grove (she becomes an Oathbreaker by story mandate) or when you commit certain morally corrupt actions. The Oathbreaker is mechanically one of the strongest Paladin builds in BG3 specifically because of two features: Animate Dead and Aura of Hate.

Animate Dead (3rd-level spell, Oathbreaker spell list from level 3) lets you raise dead humanoids or undead corpses as thralls. At the base spell level (3rd), you can animate 2 corpses. Upcast to 4th level: 3 corpses. 5th level: 4 corpses. Since Minthara naturally accumulates high-level spell slots and can keep raising dead after each long rest, she can maintain a standing army of 4–6 undead throughout Acts 2 and 3. Each undead acts on its own initiative, attacks enemies, and absorbs damage that would otherwise hit party members.

Aura of Hate (Oathbreaker level 7, activates at Paladin 7) adds Minthara's CHA modifier as bonus necrotic damage to all melee attacks made by undead within 10 feet of her. At CHA 20 (achievable with Birthright helmet), that is +5 necrotic damage on every undead attack. With 4–6 undead each making 1–2 attacks per turn, this passive adds 20–60+ necrotic damage per round at no resource cost. This is the core of Minthara's identity as the best undead-army commander in the game.

Her personal combat also benefits from standard Paladin features: Aura of Protection (+CHA to all saves for nearby allies, including undead), Divine Smite (spend spell slots on critical hits for 2d8 radiant damage per slot level), and Lay on Hands (emergency healing). The Oathbreaker adds Channel Divinity: Animate Dead (additional raises) and Conquer the Mind (frighten on a WIS save). As a Drow, she also has Faerie Fire and Darkness as innate spells, which can be useful for advantage generation.

Level 1–12 Progression Table

LevelClass / SubclassKey UnlockWhy It Matters
1Paladin 1Divine Sense, Lay on Hands (5 HP pool)Basic Paladin chassis; CHA modifier applies to all saves via Aura of Protection at Lv6
2Paladin 2Fighting Style, Spell Slots, Divine SmiteFighting Style: Great Weapon Fighting (reroll 1s and 2s on damage) is best for greatsword; Divine Smite is available
3Paladin 3 — OathbreakerOathbreaker subclass: Animate Dead, Hellish Rebuke reaction, Conquer the MindAnimate Dead immediately available — raise 2 undead; Hellish Rebuke for 2d10 fire counterattack
4Paladin 4 — ASI CHA 16→18ASI: CHA 16→18+1 to Aura of Protection saves, +1 spell save DC, +1 to Aura of Hate undead damage (once unlocked)
5Paladin 5Extra Attack, 3rd-level spell slotsExtra Attack doubles melee DPS; 3rd-level slots mean bigger Divine Smites (3d8 per smite)
6Paladin 6 — Aura of ProtectionAura of Protection (+CHA to all saves within 10 ft, including undead)At CHA 18: all nearby allies and undead get +4 to every saving throw — this alone defines the build
7Paladin 7 — Aura of HateAura of Hate (+CHA necrotic damage on undead melee attacks within 10 ft)At CHA 18: each undead attack deals +4 necrotic; with 4 undead making 2 attacks each, that's +32 necrotic/round
8Paladin 8 — War CasterWar Caster feat (Concentration protection)Divine Smite doesn't need concentration, but War Caster protects any concentration spells (Bless, Hold Person)
9Paladin 94th-level spell slots, Animate Dead upgrade (3 corpses at base, 4 at upcast)More and stronger undead; 4th-level Divine Smite (4d8+d8 radiant on crit)
10Paladin 10 — Aura of CourageAura of Courage (nearby allies immune to Frightened)Immunity to frightened for all nearby allies — combines excellently with Minthara's Frighten from Conquer the Mind
11Paladin 11Improved Divine Smite (extra 1d8 radiant on every melee hit, no slot required)Passive radiant on every hit, on top of active Divine Smite on crits — massive DPS increase
12Paladin 12 — ASI CHA 18→20 or Polearm MasterASI or Polearm Master featCHA 20 (if no Birthright) pushes Aura of Hate to +5 per undead attack; Polearm Master adds Bonus Action butt-end strike
StatRecommended ValueReasoning
STR16Main melee attack stat; 16 is the sweet spot before gear replaces it (Gauntlets of Hill Giant sets STR 23 in Act 3)
DEX10Dump — heavy armor removes DEX from AC calculation; medium armor with DEX cap is not her best option
CON14Solid HP scaling and Concentration saves for Bless and Hold Person
INT8Dump — Paladins use CHA for spellcasting
WIS10Leave at default; Paladin doesn't key off WIS, but 10 avoids severe Perception penalties
CHA16Primary stat — boosts Aura of Protection, spell save DC, and (from Lv7) Aura of Hate; raise to 18 at Lv4 ASI

Animate Dead — Building and Managing the Undead Army

Animate Dead is the backbone of Minthara's playstyle. After each long rest, her undead thralls disappear, so she must re-animate corpses at the start of each dungeon or difficult area. The most reliable approach is to kill enemies in a preliminary fight, then use Animate Dead on the corpses before advancing. By Act 3, with 5th-level spell slots, she can animate 4 corpses at once, and if she uses two spell slots she can maintain 6–8 undead simultaneously.

The most powerful undead to animate are Ghouls (found in Act 2 dungeons and Act 3 crypts) because Ghouls have a paralyzing touch that can lock down enemies for multiple turns. Animated Skeletons deal decent damage but lack the disabling touch. Animated Zombies are slow but have high HP. In Act 3, prioritize finding Ghoul corpses before major fights and animating them for maximum crowd control value.

Positioning matters enormously for Aura of Hate. The aura is 10 feet — in BG3 this means roughly 3 meters. Minthara must stay within 3 meters of her undead thralls for them to benefit from the +CHA necrotic damage. In practice, this means placing her in the middle of her undead horde, which also lets her Aura of Protection apply to them. The result is a nearly unkillable death squad: high saves from Aura of Protection, bonus necrotic damage from Aura of Hate, and the undead absorbing hits that would otherwise reach Minthara.

The Oathbreaker's Channel Divinity: Animate Dead (separate from the spell) provides an additional undead raise per short rest. Use the spell for the main force and the Channel Divinity as a bonus raise for a freshly killed enemy mid-fight. This lets her raise in combat as well as out of combat.

Feat Choices and Alternatives

SlotRecommended pickWhy / notes
Level 4ASI — CHA 16→18Mandatory. Every point of CHA improves Aura of Protection (party saves), Aura of Hate (undead damage), spell save DC, and Persuasion/Intimidation checks. Do not take any other feat at level 4.
Level 8War CasterAdvantage on Concentration saving throws. Minthara uses Bless (one of the best buffs in the game) and possibly Hold Person — protecting those concentrations makes War Caster worth the slot. Alternative: ASI STR 16→18 if you want better melee output before getting Gauntlets of Hill Giant Strength.
Level 12ASI — CHA 18→20 (if not wearing Birthright) or Polearm MasterIf you're already wearing Birthright (+2 CHA, bringing her to 20), take Polearm Master instead — the Bonus Action butt-end strike adds an extra attack per turn with Improved Divine Smite's passive radiant damage. If not wearing Birthright, the CHA ASI to 20 raises Aura of Hate from +4 to +5 per undead attack across potentially 6+ attacks per round.
Alternative at Level 8SentinelSentinel stops enemies that trigger Opportunity Attacks in their tracks (movement becomes 0). Combined with Minthara's undead blocking pathways, Sentinel can lock a priority enemy in place while the horde tears it apart. Unconventional but effective in chokepoint fights.

Equipment Progression — Act 1 (Goblin Path) and Act 2

SlotRecommended pickWhy / notes
Weapon (Act 1)Sword of Justice (+1 Longsword, Goblin Camp)Sword of Justice adds Tyr's Protection (+2 AC to a nearby ally) as a bonus action. Good for supporting the party until Act 2 upgrades.
Alternative Weapon (Act 1)Phalar Aluve (Act 1 — stuck in a stone in the Underdark)Phalar Aluve's Shriek aura reduces enemy saving throws by 1d4 within range — excellent against Minthara's Conquer the Mind frightening effect.
Armor (Act 2)Reaper's Embrace (Moonrise Towers — from General Thorm or merchants near Moonrise)Reaper's Embrace is specifically designed for Minthara's build — wearing it gives Reaper's Embrace Necrotic aura, dealing necrotic damage to enemies that strike her. The heavy armor AC makes her tanky. A thematic and mechanical perfect fit.
Helmet (as soon as available)Birthright (sold at Sorcerous Sundries in Act 3, but plan to buy it first thing)Birthright adds +2 CHA, raising 18 to 20 and 16 to 18 depending on where you are in the ASI progression. The sooner you equip this, the sooner Aura of Hate and Aura of Protection hit their peaks.
Gloves (Act 2)Gauntlets of the Warmaster (Moonrise Towers vendor)Add Proficiency in martial weapons if Minthara is somehow lacking, and grant +1 to attack rolls. Serviceable until Act 3 best-in-slot options.
Boots (Act 2)Disintegrating Night Walkers (Grymforge — carry-over or purchased)Free Misty Step and immunity to being webbed/enwebbed. Minthara surrounded by undead can still get caught in AoE web effects — Night Walkers prevent this.
CloakCloak of Protection (common merchant stock, Act 2)+1 AC and +1 saving throws. Simple and consistent.
AmuletAmulet of Greater Health (Act 3 — Cazador's Dungeon)Sets CON to 23 effectively, freeing the CON stat points you invested for reallocation. Valuable for a character who otherwise needs both STR and CHA to be high.
RingsStrange Conduit Ring + Ring of Absolute Force (or Caustic Band)Strange Conduit Ring: while concentrating, melee attacks deal +1d4 psychic damage — activates during Bless. Caustic Band: every hit deals +2 acid damage on top of everything else.

Equipment — Act 3 Best in Slot

SlotRecommended pickWhy / notes
WeaponBalduran's Giantslayer (Counting House vault, Act 3)Doubles STR modifier on damage rolls and grants Advantage on attacks against Large and Huge creatures (giants, dragons, ogres). At STR 23 via Gauntlets, Minthara deals +6 base damage from STR, doubled to +12. Combined with Improved Divine Smite's passive 1d8 radiant and active Divine Smite, each hit is enormous.
ArmorHelldusk Armor (Act 3 — Raphael's House of Hope)Helldusk Armor gives Flight (Fly ability), fire resistance, Flame Shield reaction (damage attackers for 2d4+10 fire), and the Infernal Retribution passive. Requires a STR check to equip that Minthara passes easily. The best heavy armor in the game for a damage-oriented Paladin.
HelmetBirthright (Sorcerous Sundries, Act 3)+2 CHA — raises her to CHA 20 if she has 18, pushing Aura of Hate to +5 per undead attack and Aura of Protection to +5 saves for all nearby allies.
GlovesGauntlets of Hill Giant Strength (Act 3 — dropped by Hill Giants in the Circus)Sets STR to 23 — removes the need to invest stat points in STR entirely. After equipping these, all STR points Minthara previously had are freed (they become redundant, though respec would be needed to reallocate).
BootsBoots of Uninhibited Kushigo (Act 3 — found in Wyrm's Rock area)Unarmed strikes deal bonus psychic damage. Less relevant for a weapon Paladin — consider Boots of Speed for mobility to keep undead near Minthara's aura range.
CloakCloak of the Weave (Act 3)+1 Spell Save DC, +1 Spell Attack. Improves Hold Person save DC and any spellcasting alongside martial output.
AmuletAmulet of Greater Health (Cazador's Dungeon, Act 3)CON 23 effectively — the best necklace for any frontliner. Combined with Helldusk Armor she becomes nearly unkillable.
RingsRing of Free Action + Caustic BandRing of Free Action: immunity to Paralyzed and Restrained — critical because enemies that want to stop Minthara's undead army will try to lock her down. Caustic Band: +2 acid on every hit, stacking with Improved Divine Smite and active smites.

Combat Role — Turn-by-Turn Breakdown

Pre-fight (if time permits): Cast Animate Dead on 2–4 nearby corpses from the previous encounter or corpses you've dragged forward. Position undead thralls at choke points or near high-priority enemies. Use Bless (Bonus Action or Action) on Minthara and two allies — this adds 1d4 to all attack rolls and saves for the duration, and it interacts with Strange Conduit Ring to add +1d4 psychic to her melee attacks while concentrating.

Turn 1: If Initiative allows, open with Hold Person on the most dangerous enemy (WIS save, Paralyzed on a fail). Paralyzed enemies auto-fail STR and DEX saves, and all melee attacks against Paralyzed targets are Critical Hits — meaning every Divine Smite on a held enemy automatically deals double dice. Follow Hold Person with a melee attack using Divine Smite (even a 1st-level smite on an auto-crit deals 2×2d8 = 4d8 radiant). The math: Hold Person + Giantslayer + Improved Divine Smite + active Divine Smite on a Paralyzed target can hit 80–120 damage in a single strike.

Turn 2+: Maintain Bless concentration (War Caster keeps it safe), make two melee attacks per turn (Extra Attack), and let the undead thralls do their work. Each thrall within 10 feet of Minthara gets +CHA necrotic on every hit. Channel Divinity: Conquer the Mind to frighten a clustered group — frightened enemies can't willingly move closer, splitting any group trying to focus Minthara.

When low on spell slots: Minthara's Improved Divine Smite (passive at level 11) deals 1d8 radiant on every melee hit with no slot expenditure. Combined with Balduran's Giantslayer doubling her STR modifier and the STR 23 from Gauntlets, her floor damage per hit is 2d6+12+1d8 radiant — roughly 20–25 damage per strike before any active smiting.

Party Synergy — Who Pairs Well with Minthara

Minthara's undead army changes party composition priorities. She needs fewer dedicated frontliners because her thralls absorb hits and engage enemies. This frees up a party slot for a second caster or an extra ranged damage dealer rather than another melee tank.

Gale or any Wizard pairs perfectly — Minthara handles melee-range control with her undead while Gale casts Fireball and Hunger of Hadar from safety. The undead are immune to the necrotic damage from Hunger of Hadar, which becomes a synergistic AoE zone that only the enemy takes damage from.

Shadowheart (Spore Druid or Life Cleric) rounds out the party — Spirit Guardians deals radiant and necrotic damage in an aura around Shadowheart, similar to Minthara's aura paradigm. The two auras overlap in the front line for massive passive damage per turn on any enemy that dares approach.

Wyll (Warlock) is excellent as a fourth — Repelling Blast pushes enemies into Minthara's Spike Growth if Jaheira is also present, and Hunger of Hadar interacts beautifully with the undead thralls who ignore its damage.

Avoid stacking Minthara with another pure martial melee character (Lae'zel, Karlach) unless you explicitly want a powerful dual-frontline. The undead serve as pseudo-martials, making a second heavy hitter redundant. Use that slot for spell coverage instead.

Common Mistakes When Playing Minthara

  • Not re-animating after each long rest: Minthara's undead disappear after a long rest. Many players forget to re-animate before the next fight. Build the habit of casting Animate Dead (and using Channel Divinity: Animate Dead) immediately after each long rest and before entering any dungeon or quest area.
  • Placing undead too far from Minthara: Aura of Hate has a 10-foot (3-meter) radius. Undead that wander more than 3 meters from Minthara lose the +CHA necrotic bonus. Micro-manage undead positioning to keep them adjacent to Minthara during the crucial first few rounds when the horde is dealing maximum damage.
  • Skipping the ASI CHA at level 4: Some players take a combat feat (Great Weapon Master, Polearm Master) at level 4. This is a mistake — Minthara's CHA governs Aura of Protection (party saves), Aura of Hate (undead damage), and her spell save DC simultaneously. The return on +2 CHA far outpaces any single feat for the majority of the game.
  • Breaking Hold Person concentration with a bad positioning decision: Hold Person auto-crits melee attacks for as long as the enemy is paralyzed. Walking Minthara into an area with AoE or multiple attackers can break concentration early. Use War Caster to keep Hold Person alive, and position her behind her undead shield wall.
  • Not picking up Birthright early in Act 3: Birthright is sold at Sorcerous Sundries in Baldur's Gate — one of the first shops you can reach in Act 3. Many players don't buy it until mid-Act 3. Buy it immediately — +2 CHA on a character where CHA improves four different mechanics simultaneously is never a wasted gold expense.
  • Using Helldusk Armor without the STR requirement: Helldusk Armor requires passing a STR check to equip. Minthara starts Act 3 with STR 16 — she will likely pass, but if she fails the check, she cannot wear it. Equip Gauntlets of Hill Giant Strength (STR 23) before attempting to put on Helldusk Armor to guarantee passing.
  • Forgetting Divine Smite is optional: Some players smite every attack. Divine Smite costs spell slots that are also needed for Animate Dead and Bless. Reserve Divine Smite for confirmed critical hits or for finishing a high-HP target. Burning all slots on Smites in the first fight leaves Minthara without Animate Dead resources for the next encounter.
  • Neglecting Conquer the Mind Channel Divinity: Conquer the Mind frightens creatures on a WIS save — frightened enemies can't move toward the source of fear. Used against an incoming group, this stops a charge in its tracks while your undead swarm them. Many players use only Animate Dead and forget this second Channel Divinity option entirely.

Frequently asked questions

What is the easiest way to recruit Minthara without attacking the Grove?

In Act 1, find Minthara in the Goblin Camp's Shattered Sanctum. Use the Illithid tadpole persuasion option (if available) or knock her unconscious during combat — you need to reduce her to 0 HP without using a lethal hit (toggle non-lethal damage in the attack menu). She will be taken to Moonrise Towers in Act 2 where you find her in the prison. Rescue her and she will join your party. This path is more involved but preserves the full Act 1 story.

Does Minthara need to be an Oathbreaker to use Animate Dead?

Yes — Animate Dead is on the Oathbreaker spell list, not the base Paladin list. If Minthara is a Devotion or Vengeance Paladin (possible if you recruit her peacefully and don't respec), she does not have Animate Dead. You must respec her to Oathbreaker at Withers to access the undead army build. For the goblin-route recruitment, she arrives as an Oathbreaker automatically.

What happens to Minthara's undead after a long rest?

All animated undead vanish after a long rest — they are not permanent. You must re-cast Animate Dead after every long rest to rebuild your army. This means you should always budget Animate Dead spell slots (3rd-level minimum) when planning your slot economy. The good news is that Minthara's short-rest Channel Divinity: Animate Dead provides bonus raises between long rests.

Is Minthara good without the Oathbreaker build?

Minthara functions as a normal Paladin if you take Devotion or Vengeance subclass, but she loses her identity. Devotion Paladin gives Sacred Weapon and Channel Divinity: Turn the Unholy — useful but unremarkable. Vengeance gives Hold Person, Misty Step, and Relentless Avenger — better for a solo-damage build. Neither matches the unique zombie-army fantasy that Oathbreaker delivers. If you want a conventional Paladin, consider Wyll or a custom character instead.

Should I multiclass Minthara with another class?

Pure Oathbreaker Paladin 12 is her strongest single-class option. The most popular multiclass is Paladin 5 / Warlock 7 (Padlock build) which uses Pact Magic short-rest slots to fuel additional Divine Smites, but this build competes with the Wyll + Warlock questline and loses the Aura of Hate progression until level 7. For Minthara specifically, stay pure Paladin — her unique value is the undead army + auras, which both require Paladin levels to maximize.

What does Minthara approve of as a companion?

Minthara approves of ruthlessness, shows of power, cruelty toward enemies, Drow supremacy, and treating others as resources. She disapproves of compassion toward enemies, weakness, and deferring to weaker characters. Playing a villain or morally neutral protagonist who prioritizes power naturally builds her approval. Romantic dialogue options are also available during certain approval threshold conversations.

What are the best undead types to animate?

Ghouls are the best undead to animate — their Paralyzing Touch can immobilize humanoid enemies, and paralyzed enemies auto-fail STR and DEX saves while melee attacks against them are automatically critical. Zombies have high HP and are good damage sponges. Skeletons deal reasonable damage but are less impactful. In Act 3, look for Ghoul corpses in crypts and graveyards before major fights and prioritize animating them.

Can I use Animate Dead to raise enemies I just killed?

Yes — Animate Dead can be cast on any humanoid or undead corpse. Enemies you kill in combat can be raised as undead thralls immediately if you have the spell slot available. This creates a powerful mid-fight option: kill a strong enemy, then Channel Divinity: Animate Dead on the corpse to turn it against its former allies. Particularly effective if you kill a guard captain or elite enemy early and field their corpse for the rest of the fight.

Sources & verification

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