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Hard to go wrong with Pally/Lock, Pally/Sorc, Pally/Cleric, Pally/Bard.
I would go with Paladin, Cleric, Ranger/ Ranged fighter, Bard (Lore, specifically). Lore bard for skills, Ranger / Ranged fighter for damage and more skills, Paladin for Frontline Support / Beatstick and Cleric for Frontline / Support.
I almost always have a high end archer, usually dual xbow but sometimes the titanbow.
And I almost always have at least a partial TB monk. The TB trait adding to hit chance is just nuts.
I rarely bother with paladins. I like to ambush the enemy from a vantage point, getting surprise round and cutting them up efficiently. Paladins don't function well with this approach, and I tired of oathbreaker after one run with it.
But for full power, I cant see why they wouldnt beat the house down in every single fight in the game.
Since you "lol" , you can elaborate that what paladins cant do in this on tactician difficulty, and when would the be in trouble?
By "best" I did not mean "most fun", or that "I do this".
Clerics generally are preeeetty weak, sure not useless especially at higher level spells, but the most common "healing" aspect of them is stolen in BG3 with the "short rest" button and their buffing capabilities are limited because of "consentration". Thus they rarely get to shine in the way clerics were useful in previous DnD PC games.
Clerics are one of the strongest single-classes, good hit points, armor and shield proficiency, full spellcasting with damage, control and buffing spells...
Pallys smite with good equipment does 1 round kills and keeps people alive,
But I agree, the spirit guardian and the spirit weapon are excellent cleric spells, both in dmg and in blocking enemy attacks. I am not saying that cleric is bad, just that pallys are bit OP.
with 4 that's 32 hits in one turn.
I build heavy for survivability (+20 AC for all frontline, CON and WIS save proficiency for anyone I can get them on, value saving throw and AC bonuses over pure damage bonuses). Is Tactician really that brutal? I thought it's more like +2 on attack (that's not nothing), +2 saves and extra HP and some extra abilities. I mean, all that combined might add up to 1-turn kill on someone, but your frontline? How you build them?
Oh, and yeah. Paladins are OP. Only things they miss are ranged attacks unless you build specifically for it and skill proficiencies outside CHA skills.
Prooved. Next question.