Introduction
The Sorcadin (Paladin/Sorcerer multiclass) is the single highest burst damage build in Baldur's Gate 3, capable of dealing 300+ damage in a single turn through Divine Smite crits. By combining Paladin's Divine Smite (2d8+1d8 per spell level above 1st) with Sorcerer's full spell slot progression and Quickened Spell metamagic, the Sorcadin can paralyze a boss with Hold Person/Monster (guaranteeing crits), then unleash 4+ attacks with max-level Smite on each. This guide covers the complete build from Level 1 to 12.
Why Sorcadin?
| Feature | Paladin 12 | Sorcadin (6/6) |
|---|---|---|
| Divine Smite Damage | 2d8-5d8 (capped at 4th level) | Same scaling, but more high-level slots |
| Spell Slots | 4/3/3 (total 10) | 4/3/3/3/2/1 (total 16) |
| Smites per Day | ~10 | ~16, with higher-level slots |
| Nova Potential | 2 attacks per round, max 5d8 Smite | 4 attacks (Haste/Quickened), max 5d8 Smite per hit |
| Metamagic | None | Quickened Spell, Twinned Spell |
| Aura | Aura of Courage (immune to frighten at Level 10) | Aura of Protection only |
| AC | ~22 (Plate + Shield + Defensive) | ~22 same |
The Sorcadin trades Paladin 7-12 features (Improved Divine Smite, Aura of Courage) for dramatically more spell slots and metamagic flexibility. The result: roughly 40% more smite damage per long rest and the ability to delete bosses in a single turn through Quickened Hold Person → auto-crit chain.
Level Progression
Levels 1-6: Paladin (Vengeance) 6
Start as Paladin for Heavy Armor proficiency and Wisdom save proficiency.
| Level | Class | Key Choices |
|---|---|---|
| 1 | Paladin 1 | Divine Sense, Lay on Hands |
| 2 | Paladin 2 | Fighting Style: Great Weapon Fighting (reroll 1s and 2s on damage dice — applies to SMITE dice too). Divine Smite unlocked. |
| 3 | Paladin 3 | Oath: Vengeance. Channel Oath: Vow of Enmity (bonus action, Advantage against one enemy for 10 turns — no Concentration). Hunter's Mark always prepared. |
| 4 | Paladin 4 | Feat: Great Weapon Master (+10 damage at -5 attack, must use 2H/heavy). |
| 5 | Paladin 5 | Extra Attack (2 attacks per Action). |
| 6 | Paladin 6 | Aura of Protection (+CHA to ALL saving throws for you and nearby allies). This is the reason you go to Paladin 6. |
Stat spread at Level 1 (Point Buy):
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 | 10 | 14 | 8 | 10 | 16 |
At Level 4, Great Weapon Master (no ASI). At Level 12, +2 CHA (to 18). Use Elixir of Hill Giant Strength (21 STR) or Cloud Giant Strength (27 STR, Act 3) to solve your STR problem.
Levels 7-12: Sorcerer (Storm or Draconic) 6
| Level | Class | Key Choices |
|---|---|---|
| 7 | Sorcerer 1 | Storm Sorcery: Tempestuous Magic (fly 10ft as bonus action after casting a spell). OR Draconic Bloodline (White: Armor of Agathys, or Bronze: +CHA to Lightning damage). |
| 8 | Sorcerer 2 | Metamagic: Quickened Spell and Twinned Spell. Font of Magic: convert slots to Sorcery Points and vice versa. |
| 9 | Sorcerer 3 | No metamagic yet. Access to 2nd-level Sorcerer spells (Web, Misty Step, Mirror Image). |
| 10 | Sorcerer 4 | Feat/ASI: +2 CHA (CHA 18). Access to Metamagic: pick up Extended Spell for long-duration buffs. |
| 11 | Sorcerer 5 | Access to 3rd-level spells. Haste (the most important spell in the game). |
| 12 | Sorcerer 6 | Storm Sorcery: Heart of the Storm (resistance to Lightning/Thunder, deal damage when casting Lightning/Thunder spells). Draconic: Elemental Affinity (+CHA to chosen element). |
Spell Selection
Paladin Spells (Always Prepared)
| Level | Spells | Usage |
|---|---|---|
| 1st | Hunter's Mark (Vengeance), Bless, Shield of Faith | Hunter's Mark adds 1d6 per hit — on 4 attacks, that's 4d6 free damage. |
| 2nd | Hold Person (Vengeance), Misty Step (Vengeance) | Hold Person = auto-crits. Misty Step = mobility. |
Sorcerer Spells
| Level | Spell | Purpose |
|---|---|---|
| 1st | Shield | +5 AC as reaction. Essential defense. |
| 1st | Magic Missile | Guaranteed hit, breaks Unstoppable charges (Orin). |
| 2nd | Misty Step | Mobility |
| 2nd | Mirror Image | +9 AC (non-concentration) — cast before combat. |
| 3rd | Haste | Most important spell. Twin it on yourself + Lae'zel/Karlach for 4 actions per turn. |
| 3rd | Counterspell | Shut down enemy casters. |
| 4th (scroll) | Banishment | Remove one enemy from combat. Heightened Banishment = fight solved. |
Core Combat Rotation
Pre-Buff Sequence
- Cast Mirror Image (non-concentration, lasts until depleted)
- Drink Elixir of Cloud Giant Strength (STR 27)
- Cast Haste on yourself (Twin on ally if points allow)
- Enter combat
Turn 1: The Setup
- Bonus Action: Quickened Hold Person/Monster on the boss (Heightened if necessary — disadvantage on the save)
- If Hold lands: target is Paralyzed (auto-crits from melee within 5ft)
- Action: 2 attacks (Haste) → 2 more attacks → each triggers Divine Smite
The Nova Combo Math
With Haste + Extra Attack: 4 attacks. All auto-crits (Paralyzed).
Per attack: 2d6 (greatsword) + 5 (STR) + 10 (GWM) + 1d6 (Hunter's Mark) = 3d6+15. Doubled (crit) = 6d6+15 = 36 average per attack.
Smite per attack (using 4th level slot): 5d8 radiant. Doubled (crit) = 10d8 = 45 average.
Per hit total: 36 + 45 = 81 damage. ×4 attacks = 324 damage in one turn.
At Level 12, most bosses have 200-300 HP on Balanced difficulty. One full nova rotation deletes any boss.
When Hold Monster Fails
If the paralysis doesn't stick:
- Use Vow of Enmity (bonus action Advantage) instead
- Smite on crits only (don't waste slots on normal hits)
- GWM attacks with Advantage: use GWM on every attack (the -5 is offset by Advantage)
Gear Progression
Act 1
| Slot | Item | Location |
|---|---|---|
| Weapon | Everburn Blade (2d6+1d4 Fire) | Commander Zhalk, Nautiloid (Command: Drop) |
| Weapon | Sword of Justice (+1, Shield of Faith) | Paladins of Tyr, Toll House |
| Armor | Adamantine Splint Armor | Adamantine Forge, Grymforge |
| Gloves | Gloves of the Growling Underdog (Advantage when surrounded) | Dror Ragzlin treasure room |
| Necklace | Periapt of Wound Closure (max healing) | Lady Esther, Mountain Pass |
Act 2
| Slot | Item | Location |
|---|---|---|
| Weapon | Halberd of Vigilance (1d10+2, +1 initiative, Advantage on opportunity attacks) | Quartermaster Talli, Last Light Inn |
| Ring | Killer's Sweetheart (auto-crit on kill, 1/Long Rest) | Self-Same Trial, Gauntlet of Shar |
| Cloak | Cloak of Protection (+1 AC, +1 saves) | Quartermaster Talli |
Act 3
| Slot | Item | Location |
|---|---|---|
| Weapon | Balduran's Giantslayer (double STR mod vs large+) | Ansur, Wyrmway |
| Weapon | Silver Sword of the Astral Plane (+1d4 psychic, stun) | Voss, Sharess' Caress |
| Armor | Helldusk Armor (21 AC, fire immunity) | House of Hope |
| Helm | Helldusk Helmet (crit immunity) | House of Hope |
| Amulet | Amulet of Greater Health (CON 23) | House of Hope |
| Ring | Ring of Regeneration (1d4 HP/turn) | Sorcerous Sundries |
| Boots | Boots of Persistence (Freedom of Movement) | Dammon, Lower City |
Alternative: Sorcadin 7/5 Split (Ancients)
Paladin (Ancients) 7 / Sorcerer 5: Trade 1 Sorcerer level for Aura of Warding at Paladin 7 (resistance to spell damage for you and nearby allies). This is the tankier version. You lose 3rd-level Sorcerer spells (Haste), so you rely on Potion of Speed for Haste instead.
Illithid Powers
| Power | Effect |
|---|---|
| Luck of the Far Realms | One guaranteed critical hit per Long Rest. Stack this with a 4th-level Smite for 10d8 radiant. |
| Cull the Weak | Nearby enemies take 1-4 Psychic when one dies. Just nice bonus damage. |
| Psionic Overload | Bonus action: +1d4 Psychic on attacks, take 1d4 Psychic. Worth it for the nova. |
| Favorable Beginnings | +4 to first attack/check against any target. Good for ensuring that Hold Person lands. |
Consumables
| Consumable | Effect | Location |
|---|---|---|
| Elixir of Cloud Giant Strength | STR 27 until Long Rest | Derryth Bonecloak (Act 3, Lower City), or craft with Cloud Giant Finger |
| Potion of Speed | Haste for 3 turns (no Concentration) | Alchemy: Hyena Ear |
| Elixir of Bloodlust | Extra action on kill (1/turn) | Craft with Worg Fang |
| Oil of Accuracy | +2 attack rolls for 10 turns | Craft or purchase |
| Elixir of Vigilance | +5 Initiative, can't be surprised | Craft or purchase |
Fighting Without Spell Slots
Once you're out of spell slots (or conserving them):
- Great Weapon Master + Vow of Enmity (free Advantage) still deals 2d6+15 = 22 average per hit ×4 = 88 DPR
- Rely on your martial damage and let your 16 spell slots carry you through the adventuring day
- Convert excess Sorcery Points to spell slots for emergency smites
The Sorcadin is the ultimate nova build — no other class combination can match its single-target burst potential. With proper setup, you can delete Act 3 bosses before they take their second turn.



