Playing a Paladin in Baldur’s Gate 3 means blending divine magic with frontline fighting, and I’ve been refining that balance for years. I write from experience: choices in gear change how you play, not just how much damage you do. Honestly, a few items will carry you through the toughest fights if you use them the right way.
🛡️ Armor choices that actually matter
Heavy armor gives raw defense, but mobility and special effects often win encounters. Reaper’s Embrace (if you find it) gives strong AC and heals when you deal radiant damage, which works well with Divine Smite. The Adamantine Splint Armour from the Grymforge sits nicely in mid-game: good AC, damage reduction, and it makes attackers stagger when they hit you—this pairs with your counter opportunities and forces enemies to think twice.
Short tip: don’t ignore medium armor early. Githyanki Half Plate is very usable for many builds.
⚔️ Weapons I pick most often
Weapons change fights in specific ways—here are five I use a lot:
- Devotee’s Mace — +3, extra radiant, heals allies around you
- Sword of Justice — grants Tyr’s Protection and extra damage vs. evil foes
- Balduran’s Giantslayer — big sword, advantage vs. large enemies
- Nyrulna — returning trident, thunder damage
- Silver Sword of the Astral Plane — helps vs. githyanki, adds psychic resistance
I’ve noticed the Devotee’s Mace turns each hit into utility for the party; Balduran’s Giantslayer makes giant fights trivial when you use it right. Why pick one? Think about the enemies you’ll face and what your party lacks.
// Damage example I run at the table
Base: 2d6 (greatsword)
STR +5
Divine Smite (2nd): 3d8
Improved Divine Smite: 1d8
Average ~35 per hit (rough estimate)
💍 Rings and amulets that matter
Accessories are small but they shift outcomes. Amulet of Greater Health sets Con to 23 and it’s huge for HP and concentration. Ring of Free Action stops paralysis and slows—if you get stunned, you suddenly can’t play your role; trust me, that ring saves runs.
| Item | Effect | Where I found it |
|---|---|---|
| Amulet of Greater Health | Con = 23 | House of Hope |
| Ring of Free Action | Movement immunity | Sundries Cellar |
| Ring of Protection | +1 AC & saves | Taken from Nadira (yes, I stole it) |
Advice: prioritize concentration saves if you plan to keep Bless or similar up while tanking.
🥾 Boots, gloves and the mobility question
Boots of Speed double your movement in practice and grant a crucial edge; combining them with Misty Step makes you absurdly hard to pin down. Gauntlets of Hill Giant Strength set Strength high so you can skip Strength ASIs and pump Charisma instead. Helldusk Boots? They block forced movement and add fire when you dash—great for aggressive builds.
Here’s the controversial bit: I think the Helldusk armour set is overhyped. It’s strong, yes, but it forces a playstyle that not everyone enjoys. Multiclassing into Sorcerer for extra spells? Often it ruins Paladin durability—depends on your niche, but I’ve seen it backfire.
🎯 Progression: how I change gear from Act 1 to Act 3
Act 1: grab a dependable weapon and decent armor. I usually pick Chain Mail +1 or the Githyanki Half Plate if I’m multiclassing. Early weapon choices like Everburn Blade carry you through most fights until you can replace them.
Act 3: move toward legendary pieces that define your role. Devotee’s Mace and Nyrulna shift how you approach battles; you rely less on basic hits and more on synergies. Respeccing is possible (and useful), but be cautious—repeated respecs make choices feel meaningless, and that’s disappointing when you want a challenge.
✨ Items with funny synergies
The Sentinel Shield gives advantage on Perception and initiative, which helps you act first and protect allies. Cloak of Protection’s +1 to AC and saves stacks superbly with Aura of Protection; you’ll resist magic better than most. The Radiant Orb set (rings that apply debuffs on radiant hits) pairs perfectly with a smite-focused build, creating a feedback loop of damage and crowd control.
Oddly enough, sometimes lower AC plus more movement beats full plate and zero mobility. If you can control the battlefield, you avoid hits rather than soak them—that’s counterintuitive but true (at least in my runs on November 25, 2025).
Quick checklist I use mid-fight
- Are my concentration saves protected? Keep Amulet of Greater Health in mind.
- Can I reach the enemy priority? Boots of Speed or Misty Step answer that.
- Do I need area utility? Devotee’s Mace or Radiant Orb pieces help here.
Here’s a one-line rule of thumb: gear should solve a problem your party has. If everyone else is glass, you tank; if you’re the only healer, pick items that give sustain. (There are exceptions—sometimes you just like style over efficiency.)
To be fair, experimentation matters. Try combos, fail a few times, then refine. Watch this: sometimes swapping one ring makes a fight trivial—sometimes it makes you die faster. That’s the fun.
“Gear is a tool, not an answer.” — a motto I still use.
Final practical tip: keep a backup weapon and a mobility trinket in case a fight forces a different approach. I mean—well, you know, game plans change. Try things, keep what works, and don’t be afraid to mess up once in a while.
May your smites hit true and your party survive my dubious advice! — Maeve, veteran Paladin player