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While fighters inBaldur’s Gate 3are an excellent option for any multiclass because of the abilities they unlock early on, a multiclass for fighter themselves can be challenging. As a strong, versatile class on their own, sacrificing fighter levels for levels in another class can mean giving up powerful features.
Still, fighters can potentially benefit hugely from a multiclass; it all depends on what you’re looking to add to your fighter. Because fighters get an extremely valuable third attack at level 11, though,a good multiclass will only need one levelto expand your support abilities and combat potential.

Cleric
The strongest one-level multiclass for fighters is cleric.Clerics are a versatile support class, and as a multiclass, they grant valuable support and control spell casting.
Regardless of the subclass, which is selected at level one, Clerics can learn three cantrips and at least one first-level spell. Which first-level spell(s) you select will depend on your intention for multiclassing, be that to provide support for your team or deal damage through spells.

It’s important to remember thata cleric’s spell-casting ability is Wisdom. It will affect the number of spells you can learn, spell attack rolls, and spell save DC (which will affect spells such as Bane).
As such,it’s best to avoid the eldritch knight fighter subclass, which relies on Intelligence for spell casting.

Cleric Subclass
Given that you’ll have 11 levels as a Fighter,your best options for a Cleric subclass are Light Domain orWar Domain. Both subclasses offer offensive and defensive spells or abilities.
Feature
Warding Flare: You can use a reaction to give an attacker Disadvantage, which may cause their attack to miss.
War Priest: You gain 3 War Priest Extra Attack Charges per Long Rest, which you may use with a bonus action to make an additional attack.
Remember that your Domain spells arealways prepared. You will get your level one spell slot(s) and your Domain spells.
Warlock
Warlocks are a unique but powerful spell-casting classwith both ranged and melee potential. If you’re a melee-focused fighter, the iconicEldritch Blastcould do some heavy lifting in ranged combat.
Eldritch Blast will be invaluable since it costs only an action as a cantrip. At level one, as a warlock, you may selectone more cantripon top of Eldritch Blast and your two first-level spells.
Again, keep in mind that your spell casting comes from an ability stat.warlocks use their Charisma ability score for spell casting.
If you’re multiclassing your githyanki companion,keep in mind that Charisma is Lae’zel’s dump stat.
All warlock spells are great options for a fighter multiclass, depending on what you want to add to your build, butthe one spell you should absolutely grab is Hex. Hex allows you to deal additional necrotic damage to the selected enemy and gives aDisadvantage on any ability checksof your choosing.
Hex is also an excellent option because, as long as you maintain Concentration and the target dies before the spell ends,you can recast it without expending a spell slot. With warlocks having such limited spell slots, this can come in handy. To make it even more convenient, it also costs a bonus action.
Warlock Subclass
Warlocks, like clerics, also select their subclass at level one. EitherThe Great Old OneorThe Archfeyare good options for a fighter. Both provide features that affect all nearby enemies. Since your fighter is likely to be in the thick of battle on the front lines, this could be very useful.
The Archfey
Mortal Reminder: Upon a critical hit, the enemy that was hit, and any nearby enemies, become Frightened unless they can succeed a Wisdom saving throw. Frightened enemies can’t move and have Disadvantage on ability checks and attack rolls.
Fey Presence: Once per short rest, spend an action to Charm or Frighten nearby enemies. Charmed enemies cannot attack the spell caster.
Spells from your expanded spell list are not automatically granted to you. They will simply be options when selecting both of your level-one warlock spells.
Because Mortal Reminder relies on critical hits, it could combine well with thechampionfighter subclass. However,both subclasses offer great crowd-control abilitiesfor afighter.
Paladin
Another option for a fighter multiclass is paladin, but unfortunately, this combination is not as ideal as other options.Paladins make an excellent support class on their own, strong enough to deal considerable damage while also taking hits and healing their team.
However,paladins don’t get spell casting—or their signature Divine Smite—until level two. This means sacrificing your eleventh fighter level and that third attack every turn. This is a pretty considerable loss, but if you’re willing to make the sacrifice for paladin features, Divine Smite can help make up for the loss.
Like warlocks,paladins cast spells with their Charisma ability score.
A good selling point for paladins is also thattheir healing ability is separate from their spell-casting slots. At level two, you will have at least two spell slots (dependent on your Charisma modifier) as well as three Lay on Hands charges. This way,you don’t have to choose between spells or healing in combat.
A good time to take your two paladin levels would be late Act 1 or early Act 2. Because there are so many undead enemies (and even some fiends) throughout Act 2, the paladin’s abilities such as Divine Sense and Divine Smite that increase damage against these enemies will be useful.
You’ll also be able to select another Fighting Style at paladin level two, on top of the one you selected as a Fighter. All of your options as a Paladin will mesh excellently with a Fighter multiclass.
Paladin Subclass
Any paladin subclass will work fine with a fighter multiclass. However, while it’s important to consider each subclass’s abilities and spells, equally important is their Oath.Your subclass will determine what actions will or won’t break your Oath.
You select your paladin subclass at level one when you begin multiclassing (except for Oathbreaker), so weigh your options carefully.
Oath of the Ancients
Channel Oath Ability
Healing Radiance: Heal yourself and nearby allies.
Holy Rebuke: You or an ally will react to attackers with 1d4 of Radiant damage when hit with a melee attack for two turns.
Inquisitor’s Might: You or an ally’s weapon deals additional radiant damage, and has the potential to Daze targets.
Spiteful Suffering: For three turns, the affected enemy will take necrotic damage, and attack rolls against it have Advantage.