Baldur's Gate 3 · Patch 8 · re-verified 11 Sep 2026

Sorcadin
Field Notes

The August guide, re-run against bg3.wiki now that you are in Act 2 and walking back to Act 1. Same character, same voice, ~180 claims re-checked — and the shopping list changed in three places that matter.

6 Paladin · Vengeance 6 Sorcerer · Shadow Magic DEX blade · no STR elixirs CHA runs everything PS5 co-op

Section 1Where you are

Level 6, and Paladin 6 is complete. Extra Attack, Aura of Protection, and Hold Person and Misty Step free from the oath — all of it is already on your sheet. You have spent no Sorcerer levels yet, so the next level you take is Sorcerer 1, Shadow Magic. Everything in Section 2 marked 7–8 is your next two level-ups; everything marked 9–12 is the plan, not the present. The 4–6 band is your today.

Your slots are four 1st-level and two 2nd-level, and no 3rd, plus four Lay on Hands charges and one Channel Oath charge that comes back on a short rest. That single charge is the tightest resource you own: Vow of Enmity and Inquisitor's Might both spend it, so they are alternatives, never a sequence.

You are in the Shadow-Cursed Lands, heading back west to finish Act 1 — Mountain Pass, Rosymorn Monastery, Crèche Y'llek. That trip is safe. The wall you cannot walk back through is not Moonrise and not the act transition; it is one doorway at the bottom of the Gauntlet of Shar.

The one door that closes

Entering the Shadowfell in the Gauntlet of Shar is the point of no return for Act 2. The wiki's words: after it, "it is no longer possible to return to any Act One locations, causing unfinished quests related to these areas to complete automatically — usually failing them."

The same step closes two more things most guides never connect to it: unexplored Moonrise content auto-completes, and Dammon's forge shuts down"any special equipment can only be crafted before the party enters the Shadowfell." Every piece of Infernal Iron must be spent before you take that step.

Return access to the Crèche has one condition attached: it has to still exist and still be non-hostile, which was decided by what your party did there in Act 1. If nobody has been to the Crèche yet, nothing is lost. verify in-game — the wiki says return is possible "depending on the party's choices while visiting the Crèche in Act One" without listing which choices, so check the map before you plan a shopping run around it.

Your journal tonight — and the objective that has not appeared yet

Two entries under the main quest and nothing else. Infiltrate Moonrise TowersReach Moonrise Towers, last line: "We reach the Shadowcursed lands. We should find Moonrise Towers, which is where the parasites are coming from." And Find a cure: "Find the source of the parasite. It is clear that the parasites are coming from Moonrise Towers."

That is the normal state on first stepping into the Shadow-Cursed Lands. No Isobel line and no "find protection from the curse" line, because the game has not introduced Last Light Inn yet — that objective arrives when it does, from the Harper patrol on the road or from the inn itself. Nothing is missing.

Route unchanged: road west with light sources up → the Harpers → Last Light → Isobel's blessing → protect her through the Marcus attack → the Crèche backtrack → Moonrise.

Where you actually are, 11 September

The Trielta Crags waypoint, −62 / −146, on the Rosymorn Monastery Trail, playing with William. Lady Esther is already met. Next: north-east and up to Rosymorn Monastery 18 / 22, then down into Crèche Y'llek — and the first stop inside is A'jak'nir Jeera's Trade Post, for the Knife of the Undermountain King (480 g) and the Gloves of Dexterity (300 g). Shop before anything volatile happens in there: her stock goes with the Crèche if it is destroyed or turns hostile verify in-game — the wiki confirms that for the Zaith'isk specifically, not for vendor stock.

Playing without Sen — what's safe tonight, what waits

Tonight is a backtrack, not a story night. The test is one line: anything in an Act 1 area is safe; anything that starts a scene with a named Act 2 character is not.

Safe — loot, no story scene. Mountain Pass loot. Lady Esther's side business: take the errand, roll the up-front payment with Guidance, buy from her stock — but hold the egg turn-in for the group. Rosymorn Monastery: the stained-glass and Dawnmaster's Crest puzzle, the hidden chests, the secondary loot. Act 1 leftovers: Underdark shopping (the Caustic Band is done; Phalar Aluve for a teammate if nobody has pulled it), Grymforge loot, grove and camp vendor restocks. Crèche shopping at Jeera's Trade Post.

Hold for the full group. Last Light Inn, entirely — walking in triggers Isobel, Jaheira and the Marcus attack, which is the act's first real scene. The Crèche's story rooms: the Zaith'isk and Lae'zel's arc, the Inquisitor, Vlaakith. The Blood of Lathander — the Crèche's set-piece, loot and story at once. Do it with everyone, last, after every other piece of Crèche business. And anything in Reithwin, the Gauntlet of Shar or Moonrise.

Two calls that could have gone the other way, and we called both loot: whether Crèche shopping counts as seeing the Crèche, and whether the monastery puzzle is loot or story (no cutscene, so: loot). If Sen would rather meet either fresh, move them.

Build constants, unchanged

STR8
DEX16
CON14
INT8
WIS10
CHA18

Charisma 18 after the Hag's Hair (won 8/7, spent immediately, correctly). It reaches 20 at the level-10 feat, which is your second and last feat. Proficiency is +3 at level 6, so your spell save DC is 15 — 8 + 3 + 4. Gloves of Dexterity take DEX to 18 the moment you buy them.

What you are carrying right now

Loadout, slot by slot

  • Main hand — Shattered Flail (rare, +2, 1d6+2 bludgeoning — a mace)
  • Off hand — Absolute's Warboard (shield, +2 AC)
  • Ranged — Heavy Crossbow +1 (martial, two-handed, 1d10+1)
  • Head — Helmet of Smiting (+1 Constitution saves)
  • Chest — Adamantine Splint Armour (AC 18, −2 to all incoming damage, cannot be crit)
  • Boots — Disintegrating Night Walkers (no slipping, free Misty Step per short rest)
  • Gloves — Gloves of the Growling Underdog
  • Rings — Caustic Band · Ring of Flinging
  • Amulet — Amulet of Misty Step
  • Cloakempty
  • Pack — Torch, Lute, camp clothes and underwear

Item-by-item verdicts — keep, hand off, replace — are the first thing in Section 4.

The one structural fault, and it is the worst number on your sheet

The Shattered Flail is a Mace. Its weapon box lists no properties at all — no Finesse — so it swings off Strength, and your Strength is 8. You attack with it at +4 (proficiency +3, enchantment +2, Strength −1), while your Heavy Crossbow attacks at +7. Your most accurate attack is the one that makes you drop your shield, and your melee — which is the entire build — is the number you are worst at. The fix is free, it is already on your route, and it is first in Section 4.

Who is in the party

WhoClassWhat they are for
Gold dwarfCleric 6
Life Domain
The engine room. Spiritual Weapon every fight for free, Spirit Guardians or Bless on their Concentration, Warding Bond on you before the fight, Preserve Life twice per short rest. Their heals cost less and pay them back — Disciple of Life and Blessed Healer.
Half-orcFighter 6
Battle Master
The damage. Extra Attack, Action Surge, and four superiority dice that come back on a short rest. He is who your Hold Person is for — six automatic critical hits in one round is his turn, not yours.
Half-elfSorcerer 6
subclass unknown verify in-game
Haste, twinned onto you and the Fighter. If they are Shadow Magic they are also the only one of you who can fight inside a Darkness cloud, which reverses a whole recommendation below.

Backgrounds were not supplied, and neither were their gear, feats, ability scores, fighting styles or chosen manoeuvres. verify in-game — every hand-off and script below assumes the default class kit on Balanced difficulty.

Two questions for whoever plays the Sorcerer

1 · What is your subclass? The highest-value unknown in this guide, because it decides the Darkness call outright. A Shadow Magic sorcerer gains Eyes of the Dark: Darkness at class level 3, and the wiki says that while concentrating on that Darkness the caster can "see normally in darkness, both magical and non-magical, to a distance of 25 m" and has "an effect equivalent to Devil's Sight." That makes you the one person who can fight inside your own cloud — Darkness becomes a weapon instead of a way to switch off half the party. Any other subclass and the old "do not cast it" verdict stands unchanged.

2 · Do you have Twinned Spell, and can you actually twin Haste? Twinned costs 1 sorcery point per spell slot level, so a 3rd-level Haste is 3 of your 6 points. Haste meets the stated eligibility rule — single target, not self-only, not an area, not a summon — but verify in-game: the Twinned Spell page publishes no list of eligible spells and never names Haste, and the Haste page never mentions Twinned. Confirm the cost on the button before the opening round depends on it. If you did not take Twinned at Sorcerer 2 or 3, Withers respecs for 100 gold. And note the hasted extra Action is a full Action on Balanced; in Honour Mode it is restricted to Dash, Disengage, Use an Object or one weapon attack.

One quick check while you are in there: your Charisma, and whether you carry Hold Person yourself. Justin's DC is 15; a level-6 sorcerer is DC 14 at CHA 16 and DC 15 at CHA 18. Either way it gets cast once per fight — a second cast cannot improve on the first.

What changed since the August guide

Dated 2026-09-11. Five research passes, then an adversarial fact-check against bg3.wiki. Only the load-bearing changes are listed.

Section 2Your skills and how you fight

What a Sorcadin actually is

You are half holy warrior, half innate spellcaster, and the trick that makes the two halves worth more than either alone is that both run on the same stat. Charisma sets how hard your spells are to resist, how much protection you give the people next to you, and how well you talk — so every point pays four times.

The Paladin half gives you armour, a shield, two attacks a round, and Divine Smite: spend a spell slot after you already know a swing connected, for a burst of radiant damage. You never waste it on a miss. The Sorcerer half gives you spells and a private currency, sorcery points, that bends how those spells are cast.

Shadow Blade, in plain words

Shadow Blade is a level-2 spell that conjures a sword out of nothing for the rest of the day. Three properties make it the centre of this build:

Cast it once in camp each morning — a bonus action — then carry it all day. One trap: never cast it from a 4th-level slot; 3rd and 4th both give 3d8, so the bigger slot buys nothing and throws away a maximum smite.

Divine Smite, in plain words

Hit something, then decide whether to burn a spell slot for extra radiant damage: 2d8 from a level-1 slot up to 5d8 from a level-4 slot, and no more above that. Fiends and undead take an extra 1d8 — which in the Shadow-Cursed Lands is most of what you will meet.

Two gifts sit on top. Savage Attacker rolls melee damage dice twice and keeps the higher, and the wiki confirms it reaches smite dice too. And a critical hit doubles all of it. Everything else here is machinery for manufacturing crits.

The reaction that is not a reaction

Divine Smite is configured in the Reactions menu but "never consumes a Reaction resource." You can smite and cast Shield in the same round. Do check the toggles though: by default the critical-hit smites auto-confirm and the ordinary ones are disabled — which means against a paralysed target, where every hit is a crit, the game quietly spends a slot on every single swing. Set them to Ask.

Sorcery points, in plain words

A small pool that refills on a long rest, equal to your Sorcerer level — so 6 at the end. You spend them on metamagic, which are modifiers to how a spell is cast. You get exactly three metamagic picks across the whole build:

Points and slots convert both ways, badly: a level-4 slot costs 6 points, when 3 points buys a Quickened lockdown instead. Dump spare level-1 slots into points between fights and leave it there. Create Spell Slot is a bonus action — you cannot convert and nova on the same turn.

The aura, in plain words

At Paladin 6 you gained Aura of Protection: you and every ally within 3 metres add your Charisma modifier — +4 now, +5 soon — to every saving throw. The most valuable thing you bring three friends, with two catches nobody mentions.

Known cosmetic bug: the level-up tooltip sometimes displays the bonus as +0 regardless of your Charisma. It works correctly in play.

Your other current abilities

Why Hold Person is the whole strategy

Hold Person paralyses one humanoid on a failed Wisdom save. In BG3, Paralysed is harsher than the tabletop version, and the exact wording is worth memorising:

Hold Person (Condition) — bg3.wiki, verbatim

  • "Attacks against the entity automatically succeed their Attack Roll."
  • "Attacks against the entity are always Critical Hits if the attacker is within Range: 3 m (10 ft)."
  • "Affected entity automatically fails all Strength and Dexterity Saving Throws."

corrected these lines live on Hold Person's own condition page. BG3's separate Paralysed condition grants only Advantage on attack rolls, so do not read that page and talk yourself out of the auto-hit. A held creature also cannot move, act or react — which is why Riposte is dead against one.

So your attacks cannot miss, and from inside three metres they cannot fail to crit — doubling every weapon and smite die, each already rolled twice by Savage Attacker. That is the entire nova, and it applies to every melee ally in the radius, which is why you call it out the moment it lands.

The caveat the old guide left out

"At the end of each turn, the affected creature can make a Wisdom Saving Throw to end this condition." Hold Person is a per-turn lock, not a guaranteed ten rounds. Front-load everything into the first turn; assume you get one.

Two hard limits: humanoids only — and the Shadow-Cursed Lands are full of undead, constructs and monstrosities — and it costs your Concentration, so it competes with Haste, Darkness and Bless. One Concentration, one plan, per fight.

The turn-by-turn

Opening round

  1. Before initiative, if you can: Shadow Blade is already up from the morning. Aura is already active. Elixir is already drunk.
  2. Misty Step into melee range of the target that scares you most — usually a caster or the enemy with the biggest single hit.
  3. Lock it down. At level 9+ that is Quickened Hold Person as a bonus action. Below that it is a scroll of Hold Person, or Vow of Enmity if the target is not humanoid.
  4. Attack twice and smite on both if the target is worth it.
  5. Say it out loud: "He's held — everyone within ten feet auto-crits him."

When to smite and when to hold the slot

Slots are a day's budget, and the same pool pays for Shield, Hold Person and Counterspell. The discipline:

Concentration discipline

Positioning

The party plan — the four of you at level 6

Your three friends are a Life Domain Cleric, a Battle Master Fighter and a Sorcerer. That roster turns Hold Person from a good spell into the reason you win fights — but only if everyone knows their part before initiative is rolled. Read this section out loud at the table once.

Who concentrates on what

Your own alternatives — Bane and Hunter's Mark, both free from the oath — are worth little while Hold Person is live. Hunter's Mark becomes genuinely good the day you pick up the Strange Conduit Ring, which pays only while you are Concentrating.

The nova turn, in order

The card above is the whole reason the ordering matters. A critical hit doubles every die — weapon dice, Divine Smite dice, the Fighter's superiority dice — and doubles no flat modifier: not Strength or Dexterity, not Duelling's +2, not the Caustic Band's 2 acid, not Inquisitor's Might's radiant.

  1. Before combat — the Cleric casts Warding Bond on you. Melee range, so do it while you are standing together.
  2. Cleric: bonus action Spiritual Weapon, Action Bless or Spirit Guardians, and stand within 3 m of where you are about to be.
  3. Sorcerer: Twinned Haste on you and the Fighter, then stay at range.
  4. You: move inside 3 m. Action = Hold Person on the biggest humanoid melee threat. Bonus action = Inquisitor's Might on the Fighter (9 m, castable on an ally, adds your Charisma modifier as radiant damage and Dazes with no saving throw). Hasted action = attack twice, both automatic crits, with a level-1 Divine Smite on the first — 2d8 becomes 4d8.
  5. Fighter: close to within 3 m. Action, two automatic crits. Action Surge, two more. Hasted action, two more. Six automatic critical hits in one round, two superiority dice spent, every die doubled.

A held target is a flat-defence problem, not an accuracy problem, which is why this beats any amount of buffing. verify in-game one input to the damage total is unconfirmed: the Half-Orc page names Savage Attacks without publishing its mechanic, so the extra crit die people quote for the Fighter is not something I can source.

The ordering constraint nobody can fix

Initiative is d4 + Dexterity modifier, and four separate players cannot hand each other turns. verify in-game whether BG3 offers a delay-turn button at all — the Initiative page does not address it either way. Fallback: if the Fighter rolls ahead of you, he takes an ordinary round one and novas on round two. Hold Person runs up to 10 turns and ends only on a successful Wisdom save at the end of the held creature's own turn, so round two is usually still there.

What the Battle Master spends dice on — and what he must never use

He has four superiority dice from Fighter 3 through 6, recharging on a short or long rest. Two in the nova, two held back.

Your own trap on the nova turn

Do not spend the charge on Vow of Enmity. It buys advantage on attack rolls, and against a target whose attacks automatically succeed, advantage is worth exactly nothing. Worse: you have one Channel Oath charge at level 6, and Inquisitor's Might spends the same charge. They are alternatives, not a sequence. Save Vow of Enmity for the fights where Hold Person is dead — undead, constructs, anything not humanoid.

The huddle — your aura and the Life Cleric

Aura of Protection is 3 m and Spirit Guardians is 3 m, so the two footprints are identical. You and the Cleric standing adjacent with Spirit Guardians up is the strongest formation this party has at level 6: everything in the radius takes 3d8 radiant a turn and everyone in it saves at +4.

Warding Bond, and the cost nobody mentions

Cast before the fight, it gives you resistance to all damage plus +1 AC and +1 to saves, and mirrors the damage you take onto the Cleric. Your picture becomes AC 18 + 2 shield + 1 bond = 21, immune to crits, every hit reduced by 2 and then halved. verify in-game whether the Splint's flat −2 applies before or after the halving, and what the actual casting distance is — the page says range "Melee" with no number.

The cost is real and it is on the Cleric: mirrored damage forces them to roll Concentration saves from the back line every time you get hit — the same "half the damage or 10, whichever is higher" rule. Bond in boss fights and ambushes; drop it in long attrition fights where the Cleric's Spirit Guardians is what is carrying the party. Three break conditions to know: it ends if the caster dies (it survives them merely going down), it ends if they un-prepare the spell, and it cannot be cast on someone who has cast Warding Bond themselves.

The loop, in one line: you tank behind crit immunity and −2 flat reduction, the Cleric absorbs through the bond, Disciple of Life and Blessed Healer heal both of you back at a discount, Preserve Life resets the party twice per short rest, and the aura makes the huddle very hard to disable.

Darkness — the verdict that flips

The August guide said do not cast it, and that was right for a party with nobody who can see through it. If your Sorcerer is Shadow Magic, it is wrong. At class level 3 they gain Eyes of the Dark: Darkness, which the wiki describes as seeing normally in darkness, magical and non-magical, out to 25 m — "an effect equivalent to Devil's Sight" while concentrating on the spell. They are then the one character who can fight inside their own cloud, and Darkness becomes an offensive tool.

Two objections survive either way. It costs the Sorcerer's Concentration, which is the slot Haste wants, and it blinds you in melee. So it is a Haste-or-Darkness decision per fight, never both, and never on a turn you are meant to nova. If the Sorcerer is any other subclass, the old verdict stands unchanged: do not cast it.

Three openings, written out

Githyanki patrol at the Crèche, including Ch'r'ai W'wargaz

Level 6, AC 17, 112 HP on Balanced and 145 on Tactician and Honour, with Githyanki Parry: unarmed and weapon attacks against him are reduced by 10. Flat reduction is exactly what six enormous crits beat. He cannot be surprised (Perfect Sentry), so an ambush opener buys you nothing; he teleports 18 m as a bonus action (Astral Step); and succeeding on a save against him deals 1d4 psychic back at the saver.

Run the sequence exactly as written above, with Disarming Attack rather than Menacing. Watch for Mindsteal Link landing on the Sorcerer — it strips 2 AC and makes the target vulnerable to psychic, and githyanki damage leans psychic while you have no resistance to it.

Shadow-Cursed ambush — shadows and shadow-cursed undead

A Shadow is Undead: 24 HP on Balanced, AC 13, resistant to non-magical slashing, piercing and bludgeoning and to acid, thunder, fire, lightning and cold, immune to necrotic and poison, and vulnerable to radiant. It goes invisible whenever it is lightly or heavily obscured, and it has disadvantage on attacks and saves in sunlight. Its Strength Drain leeches 3 Strength on a failed save — at STR 8 that is a short road to zero, and zero is death. Light gives the save advantage.

Hold Person is dead here — undead. You convert to attacks plus Divine Smite, which gets its extra 1d8 against undead. The Cleric opens Spirit Guardians in radiant form and walks into the pack; Destroy Undead arrives at Cleric 5, adding 4d6 radiant to a successful turn. The Fighter needs a magical weapon, which is the whole case for handing him the +2 Shattered Flail. And tell the Sorcerer that Hypnotic Pattern does nothing to undead and catches your own party inside its 9 m radius unless they have Careful Spell.

Boss room — W'wargaz yes, Ketheric Thorm not yet

W'wargaz is workable: 112 HP on Balanced through a flat −10 per hit sits comfortably inside a six-crit nova. Get Bless up before you aggro, because one failed Hold Person costs the whole turn.

Ketheric phase 1 is not, at level 6. He is Undead — so the Hold Person engine is offline — AC 22 on every difficulty, and 145 HP on Balanced but 218 on Tactician and Honour, with resistance to non-magical physical damage on those two. His Aura of Hate gives nearby fiends and undead his Charisma modifier as bonus melee damage, and his own Aura of Protection does for his allies what yours does for your friends. Against level-6 attack bonuses you miss about half your swings, and the huddle is exactly the formation his detonating adds are built to punish. Clear the rest of Act 2 and come back at 7 or 8 — note the Fighter's fifth superiority die arrives at Fighter 7; he already has four.

Rest economy — three of the four of you are short-rest characters

The party can take two short rests per long rest without going to camp, each restoring up to half of maximum hit points. Short rests give back the Fighter's superiority dice, Action Surge and Second Wind; the Cleric's two Channel Divinity charges; your single Channel Oath charge; and your boots' Misty Step. Only the Sorcerer's slots and sorcery points are long-rest only — Font of Magic converts, it never creates.

Table talk — the five things to say out loud

Short rests — your own kit, later on

Further up the level ladder, short rests refund more of your kit than anyone realises: your Channel Oath charge — so, another Vow of Enmity — the Hound of Ill Omen at 12, the Night Walkers' Misty Step, and Phalar Aluve's Shriek if a teammate carries it. Take both, every day. Push for a long rest under a third of your slots, and never enter a boss fight with fewer than 3 sorcery points; the big turn needs exactly that.

By level band

Levels 4–6 — pure paladin

No sorcery yet, so the game is Vow of Enmity, attacks, and disciplined smiting. At level 5 Hold Person arrives free from your oath — cast it as your Action, then attack once. Losing an attack is worth it, because the party gets the auto-crits too. At 6 the aura arrives; activate it and tell everyone to huddle. verify in-game scrolls of Hold Person do the same from level 5 without touching your slots; the wiki names no vendor, so buy on sight.

Levels 7–8 — the caster wakes up

Sorcerer 1 gives you Shield — a reaction for +5 AC against a hit that was about to land, and the biggest defensive jump this character ever gets. Because Divine Smite consumes no reaction, holding it for Shield costs you no smites. Sorcerer 2 gives points and two metamagics you cannot fully use yet; Quickened is gated to Sorcerer 3, so guides that put it at 8 are wrong. Play these two levels as a paladin who occasionally says no to a hit.

Levels 9–12 — the big turn

The nova, end to end

In camp each morning: Shadow Blade, bonus action, from your highest useful slot — 3rd level until you have a 5th at character level 12.

Boss turn: Quickened Hold Person as a bonus action (3 sorcery points) → the target is paralysed → two Shadow Blade attacks that auto-hit and, from inside 3 m, auto-crit → Divine Smite on both from 4th-level slots. Four blade dice and ten smite dice, all doubled by the crit, each one rolled twice by Savage Attacker. Roughly 130 damage before items; with the Resonance Stone doubling the psychic half, closer to 170.

Then call it out, because every melee friend standing with you is also auto-critting.

At 10, +2 Charisma to 20 lifts your spell DC, the party's aura, Arcane Synergy damage and every conversation at once. At 11, Haste and Counterspell give you a second plan for fights Hold Person cannot touch. At 12 the Hound is a free body every short rest, and your lone 5th-level slot upgrades the morning blade to 4d8.

Five things to confirm at the console — no source settles them
  1. Does Quickened apply to the oath's Hold Person? Nothing on the wiki scopes metamagic to Sorcerer spells either way, and the whole nova depends on it. If the game refuses, take Hold Person as your Sorcerer flex pick at level 12 and Quicken that copy — identical result, one spell slot of cost.
  2. Can two metamagics ride one cast? Twinned + Extended Haste for 4 points is recommended below on the assumption they stack. Toggle both and watch the point cost on the button.
  3. Does Savage Attacker double Shadow Blade's psychic dice? It is confirmed for weapon dice and for smite riders; Shadow Blade's damage is a summoned weapon's base damage, which should qualify, but no page says so.
  4. Does Divine Smite work on a Booming Blade attack? Booming Blade uses a melee weapon attack roll and the smite page says it combines with "any melee weapon attack," but neither page names the pair.
  5. Does Vow of Enmity trigger the Diadem of Arcane Synergy? Vow applies a condition, which is the trigger — but the Diadem's page warns most positive conditions applied to enemies do not fire it. Watch for the icon after casting.

Section 3Don't miss — the backtrack list

Read this before anything in this section

Do not step into the Shadowfell at the bottom of the Gauntlet of Shar until every box below is closed. That one action closes Act 1 forever, auto-completes unexplored Moonrise content, and shuts Dammon's forge.

Everything else is reversible. Arriving in Act 2, reaching Last Light, entering Reithwin, walking into Moonrise as a True Soul, and clearing every trial in the Gauntlet are all safe. Waypoints confirmed live: Crèche Y'llek 1382 / −795 · Rosymorn Monastery 18 / 22 · Trielta Crags −62 / −146.

A · The western run, in order

One trip, west to east and then down. The order matters in three places and I have marked why.

Mountain Pass

Rosymorn Monastery Trail

Unavoidable on the way in and the way out

The undead ambush at −91 / −119 — 2 Death Shepherds, 4 Ghouls, 1 Ghast — "cannot be evaded if heading from the Rosymorn Monastery Trail into Shadow-Cursed Lands, or if coming the opposite direction." You walk into it in both directions. Kill the two Shepherds first — they resurrect their dead. Also: repulsion mines along the northern path and the cliff descent, DC 15 Perception, knockback rather than damage.

Rosymorn Monastery — do this before the Crèche

The Dawnmaster's Crest has to be in your pocket before you go down the stairs. Four ceremonial weapons onto four matching altars, in the Dawnmasters' Memorial at 75 / 57.

AltarWeaponWhere the weapon is
Welkinglory NWLongswordAlready placed. Leave it.
Seed NEWarhammerRoof — Ancient Giant Eagle's nest, 79 / 39. Roof access: north climb 54 / 55, west climb 89 / 41
Stockhold SEMaceOn the Firewine Belly kobold, Firewine Storage 45 / 37; alternate pickup 40 / 28; or Stockhold's gravesite 127 / −5
Vaseid SWBattleaxeGuardian of Faith chamber 103 / 38 — in via the enchanted door 95 / 46 or the destroyed wall 106 / 38; DC 15 Perception spots the crumbling wall

Crèche Y'llek — the order inside matters more than anywhere else

  1. A'jak'nir Jeera at the Trade Post first, before anything volatile. South-east of the Crèche waypoint. verify in-game three wiki pages give three different coordinates for her — navigate by the Trade Post, not a number. Buy Gloves of Dexterity (300g) and the Knife of the Undermountain King (480g) for yourself; flag Unseen Menace, Defender Flail and Vital Conduit Boots for teammates. All of it dies with a destroyed or hostile Crèche.
  2. The Hatchery, peacefully. Varsh Ko'kuu at 1288 / −759. The boots need DC 18 Persuasion ("Why risk its life at all? Give it to me") plus one of three non-antagonistic answers about the egg's future. The DC 10 Deception and DC 18 Intimidation routes get you the egg but are not stated to get the boots. Fighting him: Astarion +1, everyone else −1.
  3. The Classroom, before the Inquisitor sequence. Sa'varsh Kethk "and his students become hostile if the party progress far enough in Discover the Artefact's Secrets." Take anything you want from that room now.
  4. The Zaith'isk, before the Inquisitor. See the box below. Ghustil must be alive, and the Inquisitor sequence ends with the whole Crèche hostile.
  5. Loot the Inquisitor's Chamber display cases before the fight. All free pickups, no combat: The Skinburster 1383 / −659, Hoarfrost Boots 1335 / −660, Necklace of Elemental Augmentation 1379 / −662, and the elegant chest with the Strange Conduit Ring 1360 / −657.
  6. Kith'rak Therezzyn — three routes, not two. Show her the artefact and she opens the barrier willingly, but "locks the party in and demands they go to the Inquisitor immediately." Or conceal it with Deception and pickpocket the Gith Shard. Or kill her for the shard plus the Soulbreaker Greatsword. corrected sparing her costs only the greatsword — W'wargaz also drops a Githyanki Half Plate.
  7. The Inquisitor, then Vlaakith. Ch'r'ai W'wargaz: level 6, AC 17, 112 HP on Balanced, 145 on Tactician and Honour with Legendary Resistance. He drops the Circlet of Psionic Revenge; Ardent Jhe'rezath drops the Diadem of Arcane Synergy.
  8. The Blood of Lathander last, always. Doing it last makes the secret stairway your exit from a now-hostile Crèche.
Vlaakith — three instant game-overs

Do not mock her divinity. Do not name Shadowheart as the thief. And — the one the old guide missed, because it reads like a reasonable objection — do not ask her to go kill the being inside the prism herself. Any of the three and she casts Wish. Spare the Dream Visitor.

The Zaith'isk — do not put your Sorcadin in the chair

Three saves: DC 12 Intelligence, DC 15 Wisdom, DC 18 Constitution. Paladin save proficiency is Wisdom and Charisma only, so your Intelligence is −1 and your Constitution +2 unproficient. Roughly a 5% chance of running the table, and a failed Constitution save costs 2 CON permanently until cured. verify in-game whether Aura of Protection even applies in that scripted sequence is unconfirmed — the odds above are my arithmetic, not a wiki figure.

Let Lae'zel start, then talk her out of it through three stages of DC 21–30 checks. Take the three Mind Flayer Parasite Specimens from the infirmary — they cure the debuffs. Leave with DC 15 Deception, or DC 15 Performance if you were the one in the machine. If Ghustil turns hostile, only the infirmary fights, not the whole Crèche.

The Blood of Lathander

B · Act 1 leftovers still reachable

Most of Act 1 is still open, and stays open until the Shadowfell. Two items below are decided by your save state rather than by the map — I have flagged which.

Grymforge — the adamantine trip

verify in-game Both Grymforge waypoints are listed as Act 1 waypoints and Act 1 waypoints stay live until the Shadowfell — but no page confirms the return trip explicitly. Check it is on your fast-travel map before committing.

Underdark

Elsewhere in Act 1

What is already lost, so you can stop looking

C · Act 2, location by location

Route order. The Shadowfell is step 16 and everything before it is reversible.

Ruined Battlefield — arrival

Last Light Inn

Reithwin Town

Moonrise Towers — before the Shadowfell

Gauntlet of Shar — everything except the last door

Last call — check all four before you descend

☐ Act 1 finished — Mountain Pass, Rosymorn, Crèche, Underdark, Grymforge
☐ Moonrise explored — vendors, Ketheric's letter, the prison, Balthazar's room
☐ Every Infernal Iron already spent at Dammon — walk back out of the Gauntlet to do this; his forge closes at the door below you
☐ Spear of Night in hand, and Shadowheart in the party — the decision is framed as hers

Then, and only then, step through.

After the gate — Shadowfell and the Colony

Inside the Colony "the party cannot fast-travel or go to camp," and Dammon "becomes unavailable when the party enter the Mind Flayer Colony." Sell, shop and rest first. verify in-game the claim that Ketheric is mechanically invulnerable while the Nightsong is caged is not stated on either of his wiki pages — free her anyway.

Section 4Recommended items — top three per slot

Ranked for this character: Dexterity, a summoned psychic sword, a shield, and a Charisma-driven lockdown. Prices are base; Honour mode runs higher and is noted where it differs sharply.

Your loadout today — keep, hand off, or replace

Every item you are carrying, checked against its own wiki page on 11 September. Three things leave your pack today and one slot is empty.

ItemWhat it doesVerdictWhy
Shattered Flail
Main hand · Rare +2 · 190g
Mace, 1d6+2 bludgeoning. Hitting heals you 1d6 — once per instance of damage, so multi-type hits heal several times. Also applies Yeenoghu's Gift for 6 turns: a DC 10 Wisdom save at the end of any turn you did not hit something, and Mad for 1 turn on a failure. Concussive Smash on a short-rest recharge. OFF TODAY
Hand to the Cleric, or the Fighter
It is a Mace with no Finesse, so it runs on Strength 8 and you swing at +4. Clerics have Simple Weapons (plus Flails and Morningstars), so either of them can use it, and in the Shadow-Cursed Lands a magical weapon is worth real money against shadows' non-magical resistance. Warn whoever takes it about the madness clause — it punishes missing, and it does not refresh.
Absolute's Warboard
Shield · Uncommon · 70g
+2 Armour Class. +1 to saving throws if you bear the Brand of the Absolute. Casts Heroism once per long rest. KEEP
until a better shield
Duelling explicitly allows a shield in the free hand, so you are never not wearing one. verify in-game whether you actually bear the Brand — the wiki documents how to get it (speak to Gut in the Shattered Sanctum) and no way to remove it. Without it this is a plain +2 shield.
Heavy Crossbow +1
Ranged · Uncommon · 85g
Martial, two-handed, 1d10+1 piercing. You fire it at +7 for 1d10+4, plus 2 acid from the band. KEEP
you carry it
Your most accurate attack — which is a diagnosis, not a compliment. Two-handed, so the shield comes off and Duelling switches off while you shoot. Magical hand crossbows do exist, but they are 1d6 martial weapons, so they do not close the gap; not worth a shopping trip.
Helmet of Smiting
Head · Uncommon · 115g
+1 Constitution saving throws. Bolstering Smite: temporary hit points equal to your Charisma modifier, for 2 turns, at the lowest stack priority. KEEP Better than it was reported: its own page says "any application of Frightened by the wearer triggers Bolstering Smite," which is a far wider trigger than the five smite spells. The temp HP is still small and easily overwritten, so the honest reason to wear it is the +1 Constitution save protecting your Hold Person. It needs Medium Armour proficiency, so of the other three only the Cleric could wear it.
Adamantine Splint Armour
Chest · Very rare
Armour Class 18. All incoming damage reduced by 2. Attackers cannot land critical hits on you, and melee attackers are left Reeling. Disadvantage on Stealth. KEEP
best in slot for this stretch
Crit immunity is Concentration insurance — it is why you are the right person to hold Hold Person. Heavy armour ignores Dexterity entirely, so your DEX 16 is not being wasted by wearing it, it is simply not being used. verify in-game none of the three relevant wiki pages lists a Strength requirement for splint armour — that is an argument from silence, so glance at the tooltip.
Disintegrating Night Walkers
Boots · Story item
Cannot be Enwebbed, Entangled or Ensnared; cannot slip on grease or ice. Misty Step as a bonus action, recharging on a short rest. KEEP Your oath's Misty Step costs a level-2 slot, and your level-2 slots are Hold Person. The boots' version costs nothing, so it is the one you should actually use. Surface immunity is what stops you being dragged out of your own aura. The Ensnared immunity only covers Ensnaring Strike at levels 1–2; it does not stop Grasping Arrow or Black Tentacles.
Gloves of the Growling Underdog
Gloves · Uncommon · 110g
Advantage on melee attack rolls while 2 or more enemies are within 3 m — of the target, not of you. +1 Strength saving throws. Weapon attacks only. KEEP
until the Risky Ring
Good in every fight that is not the nova: advantage is worth nothing against a held target whose attack rolls already succeed automatically. Known quirks in your favour — incapacitated enemies still count toward the two, and reach weapons trigger it from outside the scrum.
Caustic Band
Ring · Uncommon · 40g
Your weapon attacks deal 2 extra acid damage — melee, ranged and thrown, but not unarmed. HAND OFF
to the Battle Master
It is a per-attack rider, so it is worth roughly twice as much on a Fighter throwing four to six swings in a hasted nova as on you throwing two or three. Dead weight against shadows, which resist acid. verify in-game whether the flat 2 doubles on a crit — the item page is silent, and the general critical-hit rule says flat modifiers do not double.
Ring of Flinging
Ring · Uncommon · 40g
Throwing Boost: a 1d4 slashing bonus to Throw damage. SELL
or shelve at camp
Nothing in this party appears to throw weapons verify in-game, and even if the Fighter does, Savage Attacker applies to a thrown weapon's base damage only and explicitly not to riders like this one. Forty gold is forty gold.
Amulet of Misty Step
Amulet · Uncommon · 65g
Misty Step, bonus action, short-rest recharge. GIVE AWAY
to the Sorcerer
You have Misty Step three times over — always prepared from the oath, on your boots, and here. The Sorcerer holds the party's most valuable Concentration and wears no armour; a bonus-action escape that costs no slot and no sorcery points is what protects Haste. Not the Cleric, who is armoured and standing in your huddle anyway.
Torch
Pack · Common · 10g
Club, 1d4 bludgeoning + 1d4 fire, lights automatically when equipped, ignites surfaces and clouds. KEEP IN PACK
never equip it in a fight; spare to the Sorcerer
Equipping it costs your shield (−2 AC) and your Duelling (+2 damage) in exchange for 1d4 fire. It is real Shadow Curse protection in areas far from Moonrise Towers, but nearer the towers only a Moonlantern or the Pixie Blessing is enough. Visible light also denies shadows their invisibility and gives their Strength Drain save advantage — which is why the Sorcerer should hold one.
Lute
Pack · Common · 14g
Grants the Perform action. Needs Musical Instrument proficiency to be worth anything. SELL No combat value and no decision in it. Leave it at camp if somebody likes it.
Camp clothes, boots, underwear
Camp slots · Common
No effect on Armour Class. Three dedicated slots per character. KEEP Free, cosmetic, and in their own slots. Worth knowing: you can display camp clothing while adventuring and still keep every effect and every point of AC from the gear you are actually wearing.
Cloak
Empty
Nothing equipped. FILL IT The cheapest points on your sheet are sitting unbought: the Cloak of Protection is +1 AC and +1 to every saving throw for 200 gold, from a vendor you will walk past in this act. First item on the list below.

What you're missing, in priority order

Mapped onto the backtrack in Section 3, so none of this is a special trip. Total cash cost of the whole list: about 515 gold, or 995 if you also buy the Knife.

The route, in one line

Underdark for Phalar Aluve (free) → Act 2 camp for the Shadow Blade Ring (free) → Talli at Last Light for the Cloak and the Amulet (325 gold, and hand off three items while you are standing there) → Araj at Moonrise for the Risky Ring (190) → Crèche Inquisitor's Chamber for the Strange Conduit Ring and the Diadem (free, plus the Knife at 480 if you want it) → Gauntlet of Shar for the Justiciar's Scimitar (free).

verify in-game whether the Crèche and the Underdark are still reachable from your save — the wiki gives map placement, not backtrack accessibility, and the Crèche in particular depends on what your party did there in Act 1.

The loot map — what leaves your pack, and to whom

Four items move. Everything else on your sheet stays where it is.

ItemGoes toWhy them
Caustic BandThe half-orc Battle Master2 acid per weapon attack, and he makes four to six attacks in a hasted nova to your two or three. Warn him it does nothing to shadows.
Amulet of Misty StepThe half-elf SorcererThey hold Haste, they wear no armour, and a bonus-action escape costs them no slot and no sorcery points. You already have Misty Step twice.
Shattered FlailThe gold dwarf Cleric — or the Fighter as a magical backupClerics have Simple Weapons, and a Mace is simple. Its 1d6 self-heal per instance of damage suits a front-of-the-line caster. Whoever takes it must be told about the DC 10 Wisdom save on any turn they fail to connect.
Torch (spare)The half-elf SorcererMundane light protects against the curse away from Moonrise, denies shadows their invisibility, and gives the Strength Drain save advantage. It also keeps the caster out of melee, which is where you want them.
Ring of FlingingNobody — vendorA 1d4 slashing bonus to thrown damage, in a party with no thrower, and Savage Attacker does not boost it anyway.

The long game, slot by slot

Everything from here is the ranked wish-list out to Act 3 — what each slot should eventually hold, not what to chase this week. The list above is this week.

Head

#ItemActWhereWhy
1Diadem of Arcane Synergy
Rare · 240g
1Crèche → Inquisitor's Chamber 1365 / −663 → carried by Ardent Jhe'rezath (kill or pickpocket — not a chest)Inflict a condition → Arcane Synergy for 2 turns: weapon attacks add your spellcasting modifier to damage. At CHA 20 that is +5 a swing, +10 a turn, before any smite. verify in-game the "last-added class's modifier when multiclassing" rule appears nowhere on the wiki — moot here, since both your classes are Charisma.
2Helmet of Arcane Acuity
Uncommon
2Reithwin → Mason's Guild secret basement 107 / −758 → DC 21 SoH, disarm firstEvery weapon hit grants Arcane Acuity: +1 spell attack and spell save DC per remaining turn. Two swings before you cast turns Hold Person from a coin-flip into a near-certainty. Also +1 Dexterity saves. Duration drops by 2 whenever you take damage — an opener, not a sustain.
3Fistbreaker Helm
Rare · 60g
2Moonrise → Lann Tarv −164 / −167+1 Spell Save DC and +1 Initiative for sixty gold — the cheapest DC on the route, and going first matters for a build that wants the lockdown placed before anyone moves.

Also on the route: Holy Lance Helm (Rosymorn painted chest, 115g) — +1 Constitution saves, direct Concentration insurance; wear it until the Diadem drops. Birthright (Act 3, Sorcerous Sundries, 410g) gives +2 Charisma to a cap of 22, but shares the slot with the Diadem, so it is a per-fight swap. Circlet of Psionic Revenge is better on Lae'zel — githyanki wearers also get +1 to Intelligence, Wisdom and Charisma saves.

Chest

#ItemActWhereWhy
1Armour of Agility
Very rare · 2,900g
3Stormshore Armoury −41 / −71 → Gloomy FentonsonMedium, AC 17 + your full Dexterity modifier, +2 to all saving throws, no Stealth disadvantage. With Gloves of Dexterity at DEX 18 that is AC 21, better than the Splint, and the +2 stacks on your aura for every Concentration check. Purchasable, so it costs nothing in the loot negotiation.
2Adamantine Splint
Very rare
1Grymforge → forge −568 / 243 → Splint Mould + 1 Mithral OreAC 18, −2 all incoming damage, crit immunity, attackers Reeling 3 turns. Forged and on your chest already, and the second one went to a heavy-armour teammate. AC 18 is only what ordinary plate gives — the crit immunity is the part that protects your Hold Person, which is why this one stays yours until Armour of Agility.
3Helldusk Armour
Legendary
3House of Hope −6477 / 2884 → off RaphaelAC 21, fire resistance, −3 from all damage, bonus-action Fly — and it grants its own proficiency, which is exactly why your unarmoured caster or monk has the stronger claim. You have a 2,900-gold alternative; they don't.

Gloves

#ItemActWhereWhy
1Gloves of Dexterity
Very rare · 300g / 860g Honour
1Crèche → Trade Post → A'jak'nir JeeraBuy these on this trip. Sets Dexterity to 18, +1 to all attack rolls including spell attacks. From DEX 16 that is +1 AC, +1 initiative, +1 to hit and +1 damage on every swing forever — and it is what later lets Armour of Agility reach AC 21. Does not stack with The Graceful Cloth.
2Helldusk Gloves
Very rare
3House of Hope → the Boudoir −6478 / 2993 → worn by Haarlep+1 spell attack and spell save DC, plus 1d6 fire on every weapon attack — the only gloves paying both damage and DC in one slot. A documented bug grants +1 to all attack rolls, in your favour.
3Gloves of the Growling Underdog
Uncommon
1Shattered Sanctum 298 / 66 → Ragzlin's crates; or Rosymorn Monastery Trail −118 / −134 → treasure crate, Survival checkAdvantage on melee attacks when 2+ enemies stand near the target — the wiki's own wording, so you never have to be surrounded yourself. Your advantage engine until the Risky Ring, and the second copy is on this backtrack.

Demoted: Gloves of Battlemage's Power (Tollhouse second floor, behind Clerk's-Key doors). Patch 8 redesigned them to grant Arcane Acuity from weapon-using spells, but the duration "reduces by 2 each time the entity takes damage" — a heavy tax on a front-liner. With the Helmet doing that job from the head slot, these belong to a back-line caster.

Boots

#ItemActWhereWhy
1Disintegrating Night Walkers
Story item
1Grymforge −854 / 780 → True Soul Nere's corpseBonus-action Misty Step every short rest — a free reposition that never touches your oath's copy — plus immunity to Enwebbed, Entangled and Ensnared, and no slipping on grease or ice, which is what keeps you inside your own aura. Caveat: the immunity covers Ensnaring Strike only to level 2, and nothing against Grasping Arrow or Black Tentacles.
2Helldusk Boots
Very rare
3Wyrm's Rock, top floor −32 / 219 → locked Gilded ChestInfernal Evasion turns a failed saving throw into a success for a Reaction — a "no" button on the one thing that ends your nova — and Steadfast means nothing shoves you out of your aura. Take them before Gortash's coronation, or before he leaves the throne room.
3Evasive Shoes
Rare · 95g
2Last Light Inn −56 / 141 → MattisFlat +1 AC for ninety-five gold — the answer if the Night Walkers went to a teammate who needs the mobility more.

Amulet

#ItemActWhereWhy
1Surgeon's Subjugation Amulet
Rare
2House of Healing −201 / 49 → Malus Thorm (drops whether killed or talked down)"Once per Long Rest, when scoring a Critical Hit on a humanoid, the wearer can Paralyse the target for 2 turns." A second Hold Person with no slot, no sorcery point and no Concentration — and Killer's Sweetheart manufactures the crit on demand. Kill → auto-crit → free paralysis → everything within 3 m auto-crits into it.
2Amulet of Greater Health
Very rare
3House of Hope Archive → left-most pedestal → DC 20 SoH to disarm, or swap in an equal-weight itemConstitution set to 23, advantage on Constitution saves. Permanently ends the Concentration question — and because Constitution recalculates hit points retroactively from level 1, it is also worth roughly +48 HP at level 12.
3Amulet of the Devout
Very rare
3Stormshore Tabernacle basement 796 / 1159 → the central offering chest+2 Spell Save DC — the largest single jump to Hold Person in the game. verify in-game whether its extra Channel Divinity charge registers as a Paladin Channel Oath. Looting any offering chest curses the looter with Castigated By Divinity.

Rings (two slots)

#ItemActWhereWhy
1Risky Ring
Rare · 190g
2Moonrise −128 / −193 → Araj Oblodra (donate blood so she reaches Act 3)"Advantage on Attack Rolls and Disadvantage on Saving Throws." No Concentration, no bonus action, no charge — it frees Vow of Enmity to point at a second target and roughly doubles your crit rate. The drawback lands on the one number your aura is already inflating by +5.
2Band of the Mystic Scoundrel
Rare
3The Jungle −1566 / −1522 → reached by playing Akabi's rigged wheel at the Circus of the Last Days"After hitting a creature with a weapon attack, you can cast illusion or enchantment spells as a Bonus Action." Hold Person is Enchantment — so the turn becomes attack, hit, bonus-action lockdown for zero sorcery points, then Extra Attack into a guaranteed crit. It replaces Quickened and banks 3 points a fight. Akabi transports only the party member who talks to him, alone.
3Caustic Band
Uncommon · 40g
1Ebonlake Grotto −55 / −93 → Derryth Bonecloak+2 acid on every weapon attack, forty gold, on your existing route — +4 a turn with Extra Attack. Best gold-per-point purchase in the game.

Interim second ring: Strange Conduit Ring — free loot in the Crèche Inquisitor's Chamber elegant chest 1360 / −657. "When Concentrating on a spell, the wearer's weapon attacks deal an additional 1d4 Psychic damage" — live precisely when Hold Person is up, and psychic like your blade. Ring of Free Action (Araj) is worth a slot on any day the enemy casts Hold Person back at you; it also ignores difficult terrain.

Main hand

From character level 9 your main hand is Shadow Blade. Nothing below replaces it — this is what you hold until then, and what goes in the off-hand after.

#ItemActWhereWhy
1Knife of the Undermountain King
Very rare · 480g / 1,200g Honour
1Crèche → Trade Post → A'jak'nir Jeera+2 finesse shortsword. Organ Rearranger is two effects: crits on 19, and "when you roll 2 damage or less, reroll the dice, taking the highest result" — which matters on a d6. Its own passive, confusingly also called Shadow Blade, gives advantage against obscured targets. Crits on 19 multiplies every smite.
2Sword of Life Stealing
Very rare · 480g
2Last Light Inn −33 / 164 → DammonSame +2 finesse chassis; on a crit the target takes 10 extra necrotic and you gain 10 temporary hit points — which is Concentration armour. The right sidegrade if a teammate wants the Knife.
3Phalar Aluve
Rare
1Underdark 116 / −192 → Paladin route: DC 10 Religion with advantage, then DC 10 CharismaRanked here because you should free it — the Paladin ritual is the cleanest route — and then hand it away. Shriek's 1d4 penalty to enemy saving throws is the best Hold Person enabler in Act 1, but it costs an Action, and yours is two attacks.

Act 3 off-hand: Bloodthirst (off Orin) gives +1 AC and piercing vulnerability in the off-hand specifically. Rhapsody (off Cazador) adds up to +3 attack, damage and Spell Save DC as you kill — the sleeper. verify in-game whether that passive works from the off-hand is not stated.

Shield

#ItemActWhereWhy
1Ketheric's Shield
Rare
2Off Ketheric Thorm — pickpocketable while invulnerable, or looted after the Colony fight+2 AC, advantage on Dexterity saves, and +1 Spell Save DC and Spell Attack rolls — the only shield that raises your Hold Person DC. With the adamantine gone, this is your real upgrade.
2Shield of Devotion
Very rare · 570g
2Last Light Inn −31 / 130 → Quartermaster Talli+2 AC plus one extra level-1 spell slot — literally one more Divine Smite a day — and a self-heal that raises maximum HP by 10.
3Absolute's Warboard
What you hold now
1Already in your off hand+2 AC — the same +2 as everything above it — plus one Heroism per long rest, and +1 to saves only while you carry the Brand of the Absolute. Your sheet shows no brand (checked 9/11), so treat it as a plain +2 shield. Fine until a better one turns up.

The Adamantine Shield is off the table this playthrough — both Mithral Ores went into Splints. It used to head this list; with crit immunity already on your chest and the same +2 AC already in your off hand, you are losing nothing you would have actually used.

Duelling's +2 damage explicitly works with a shield in your free hand, and you have no Two-Weapon Fighting style, so an off-hand attack would also spend the bonus action that Quickened, Vow of Enmity and the Band of the Mystic Scoundrel all want. Shield, always.

Cloak and ranged — the quiet slots

SlotTakeWhere
Cloak, nowCloak of Protection — +1 AC, +1 all savesLast Light, Talli, 200g
Cloak, Act 3Cloak of Displacement — enemies have disadvantage against you until you take damageDanthelon's Dancing Axe, 190g
Ranged, nowHand Crossbow +1 — a one-hander, so you never drop the shield65g, most Act 1 vendors
Ranged, Act 2Ne'er Misser — 1d6+1 force, plus a free level-3 Magic Missile every short restMoonrise, Roah Moonglow, 310g

The rule that decides the ranged slot: take a hand crossbow, not a bow. A two-handed bow means unequipping your shield to plink at something, which is never worth it.

Consumables

ItemEffectWhen
Elixir of BloodlustOn a kill: 5 temporary HP and an additional Action, once per turnYour default morning drink. This build ends things.
Elixir of Battlemage's Power3 stacks of Arcane Acuity — +3 spell attack and spell save DCBoss days where the plan opens with the lockdown. Acuity decays when you take damage, so open with it.
Elixir of ViciousnessCrit threshold reduced by 1, additive with class featuresStacked on the Knife that is crits on 18. The only elixir that genuinely competes with Bloodlust.
Potion of SpeedBonus action: +2 AC, +9 m, one extra Action for 3 turns; then Lethargic for one turnA potion, not an elixir — it does not overwrite your daily drink. The only way to fire the big turn twice in one fight. Lethargic does not break Concentration.
Scroll of Hold PersonThe signature turn, four levels early, off your own slot poolverify in-game the wiki names no vendor — "sold by traders, found in containers, carried by enemies." Buy on sight rather than planning a trip.
Greater Elixir of Arcane CultivationOne additional spell slotOne sits in the Broken Lathander Effigy on the Rosymorn Trail. Bank it for a nova.
Elixirs replace each other

"Only one elixir can be applied at a time. Drinking another one overwrites the previous elixir." So Bloodlust, Battlemage's Power, Viciousness and Arcane Cultivation are a single daily decision, not a stack. Potions are separate and do not overwrite. Never drink Hill Giant Strength — every weapon in your loadout is finesse; buy them as party currency instead.

Give these to a teammate

ItemGive toWhy it isn't yours
Adamantine Splint — the second oneThe half-orc Battle Master — confirmed 9/11Both ores are spent and two Splints exist. Yours stays on you for the crit immunity; the spare belongs where −2 off every incoming hit compounds fastest, which is the Battle Master. He has it (confirmed 9/11).
The Blood of LathanderA Cleric or a Strength PaladinLegendary +3 mace running on Strength; at STR 8 you swing it at a penalty. Decide the owner before anyone touches the altar — in co-op it belongs to whoever grabs it.
Phalar AluveWhoever has a spare Action each roundShriek is the best debuff in Act 1 and it costs an Action you do not have. Free it yourself with the Paladin ritual, then hand it over: your effective spell DC rises and you spend nothing.
Circlet of Psionic RevengeLae'zel specifically1d4 psychic back at whoever forced a save you passed — but githyanki wearers also get +1 to Intelligence, Wisdom and Charisma saves. That clause names her.
Silver Sword of the Astral PlaneThe two-handed martialBest greatsword in the game. Githyanki wielders add 1d6 psychic and gain advantage on mental saves.
Sentinel ShieldThe party scout — not the eye-deal teammate+2 AC, +3 Initiative, advantage on Perception. That belongs on whoever walks point. The eye-deal teammate rolls Perception at permanent disadvantage, so it is wasted there specifically.
Titanstring BowThe archer, or anyone on Strength elixirsIts Strength rider is +1 for you, not a minus — but +5 or +6 for a STR 21 character, and it is two-handed.
The Graceful ClothA monk, rogue or Dexterity caster+2 Dexterity to a cap of 20 and Cat's Grace — but it does not stack with your Gloves of Dexterity, so it is redundant on you.
Amulet of Misty StepAnyoneOne copy per playthrough, and Oath of Vengeance already gave you Misty Step free at Paladin 5.
Resonance StoneAgree who carries itCarried, not worn. It doubles psychic damage and imposes disadvantage on mental saves for everyone in the radius, including your party, and does nothing to undead or constructs. Deploy deliberately.

Section 5Level-up cheat sheet

Paladin continuously to 6, then Sorcerer continuously to 12. The order is forced, not preferred: Paladin taken first grants heavy armour and shields; taken later as a multiclass it grants neither, which would cost you the Act 1 armour this build was designed around. You get exactly two feats — feats land at class levels 4, 8 and 12, and this split reaches Paladin 4 and Sorcerer 4 only.

LvlTakeFeaturesSpells & metamagicFeatSPWhat changes in combat
4Paladin 4 Lay on Hands to 4 charges 8 prepared picks + Bane and Hunter's Mark free. 3 × 1st-level slots. Savage Attacker0 One attack. Vow of Enmity → swing → smite only on crits and kills.
5Paladin 5 Extra Attack Misty Step + Hold Person become always-prepared and free. Add Aid. 4 × 1st, 2 × 2nd. 0 The biggest spike the build ever gets. Two attacks means two smite windows. Hold Person is castable from your own slot as an Action.
6Paladin 6 — last Aura of Protection 10 prepared picks. Add Lesser Restoration. Slots unchanged. 0 +4 to every save for you and anyone within 3 m. Activate it manually once. You now huddle on purpose.
7Sorcerer 1 Shadow Magic: Eyes of the Dark; Strength of the Grave (once per long rest) 2 known: Shield, Magic Missile. 4 cantrips: Booming Blade, Fire Bolt, Friends, Minor Illusion. 0 Survivability, not damage. Hold your reaction for Shield — Divine Smite never consumes a reaction, so they never compete. HP gains drop from +8 to +6 per level from here.
8Sorcerer 2 Font of Magic 3 known. Twinned + Extended. Quickened is gated to Sorcerer 3 — guides that put it here are wrong. 2 Little changes in the fight. Out of combat you can convert slots into points.
9Sorcerer 3 Darkness unlocks (spell and the 2-point version) 4 known: Shadow Blade. Quickened Spell — your third and final metamagic. 3 The build completes. Cast the blade each morning from a 3rd-level slot; Quickened Hold Person as a bonus action, then two auto-critting smites. Proficiency reaches +4.
10Sorcerer 4 5th cantrip; first 4th-level slot 5 known: Mirror Image (no Concentration, 10 turns, +3 AC per duplicate). +2 CHA → 204 Smites reach their 5d8 ceiling. Aura goes to +5 party-wide. Do not cast Shadow Blade from the 4th-level slot — same 3d8, wasted smite.
11Sorcerer 5 Second 4th-level slot 6 known: Haste. Swap your placeholder into Counterspell. 5 A second plan for fights Hold Person cannot touch: Twinned Haste on two melee allies. Booming Blade jumps to +2d8 thunder on hit.
12Sorcerer 6 — final Hound of Ill Omen (3 points, short-rest recharge); one 5th-level slot 7 known. Final slots 4 / 3 / 3 / 3 / 1. 6 Morning: Shadow Blade from the 5th-level slot, 4d8. That leaves three 4th-level slots as three maximum smites. A free summon every short rest.

Breakpoints worth memorising

The open choices — these are yours to make

Section 6Sources and verification

Everything above comes from bg3.wiki, fetched and read directly on 11 September 2026 — roughly 180 page fetches across five research passes, each followed by an adversarial fact-check that re-opened the same pages and quoted them back. No forum posts, no fan wikis, no video guides.

Version history

The patch this reflects

Patch 8 — released 15 April 2025, v4.1.1.6758295, announced by Larian as "The Final Patch." It added the twelve new subclasses including Shadow Magic. corrected the Shadow Magic page lists its features as Eyes of the Dark and Strength of the Grave at level 1, Darkness and Eyes of the Dark: Darkness at 3, Hound of Ill Omen at 6 and Shadow Walk at 11 — Shadow Blade is not among them, and the wiki does not attribute the spell to Patch 8 either. Everything since is bug-fix and stability work. settled 11 Sep The newest build on the wiki's own Patch notes index is 3 August 2026, v4.1.1.7398727 (PC and PS5; 4.1.1.7451994 on Steam Deck, 4.1.1.7445165 on Xbox), sitting above Hotfix #36 (v4.1.1.7209685, 26 March 2026) and v4.1.1.7151330 (16 February 2026). The wiki's own Main Page banner still names Hotfix #36 as the latest update and is stale. None of it is a balance change, so the rules above hold.

Pages leaned on hardest

Act Two · Act One · Travel through the Mountain Pass · Rosymorn Monastery · Rosymorn Monastery Trail · Crèche Y'llek · Find the Blood of Lathander · Zaith'isk · Discover the Artefact's Secrets · Steal a Githyanki Egg · Gauntlet of Shar · Mind Flayer Colony · Moonrise Towers · Last Light Inn · House of Healing · Reithwin Tollhouse · Sharran Sanctuary · Dammon · Lift the Shadow Curse · Punish the Wicked · Adamantine Forge · Mithral Ore · Armour · Armour proficiency · Multiclassing · Spell slot · Hit Points · Feats · Paladin · Sorcerer · Oath of Vengeance · Shadow Magic · Shadow Blade · Divine Smite · Smite · Hold Person · Aura of Protection · Extra Attack · Vow of Enmity · Metamagic · Sorcery Point · Savage Attacker · Patch Notes — plus the individual item page for every item named above.

What the fact-check corrected

What I did not check

Your save file. Every "still open" line above is a wiki-derived possibility, not a confirmed presence in your game, and the README's last save-state note is from 6 August — five weeks stale. Specifically unverified on your save, each one gating a different item: whether Steal the Sacred Idol was ever accepted, whether the Thulla clock has run, whether anyone entered the Waukeen's Rest inner yard, whether Crèche Y'llek is still non-hostile, whether Dammon is alive, whether the Emerald Grove is physically open, and which Underdark and Grymforge vendors survived.

Also not checked: Honour-mode stat variants beyond the prices quoted, full vendor stock rotation (inventories are partly randomised, so a listed item may simply not be on the shelf), Act 3 content beyond what bears on Act 1 and Act 2 deadlines, and anything mod- or console-related.

Every "verify in-game" flag on this page, in one list

Crèche return access · the fabled build v4.1.1.7398727 · Varsh Ko'kuu's handover DC (16 vs 18) · Lady Esther's up-front payment (466 vs "at least 200") · the eagle-combat spawn count · Rosymorn and Trail secondary-loot coordinates · A'jak'nir Jeera's coordinates (three pages disagree) · whether her stock survives a destroyed or hostile Crèche · who is wearing the second Adamantine Splint · the Absolute's Warboard's Brand-of-the-Absolute rider · Grymforge return access from Act 2 · the Emerald Grove's physical state · the Ring of Protection journal check · Boots of Speed on Thulla's body · the Callous Glow Ring's lock DC · Eyes of the Dark inside magical Darkness · Quickened on the oath's Hold Person · two metamagics on one cast · Savage Attacker on Shadow Blade dice · Divine Smite on Booming Blade · Vow of Enmity triggering Arcane Synergy · the Arcane Synergy multiclass rule · the Amulet of the Devout's Channel Oath charge · Rhapsody in the off-hand · Aura of Protection during the Zaith'isk · Ketheric's invulnerability mechanic · the Resonance Stone surviving Act 2 · Scroll of Hold Person vendors · the Flawed Helldusk crafting order · weapon coatings on a summoned Shadow Blade.

Personal reference · built 11 September 2026 · not affiliated with Larian