Paladin |
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Subclasses |
Oath of Devotion |
Paladin Initial Features |
Paladin is a Class in Baldur's Gate 3. A Paladin's primary Ability is Strength, their Saving Throw proficiencies are Wisdom & Charisma and they have a Hit Dice of 1d10 per paladin level. They have proficiency with Simple Weapons, Martial Weapons, and all Armor and Shields.
The Paladin class offers an excellent experience for roleplaying, as players can experience changing their subclass through their subsequent actions. Players will face scenarios where they will be tempted to embrace the dark side, as they struggle to uphold their Oaths and deal with the consequences of being branded as an Oathbreaker. For Paladins, their Oaths are sacred to them, and this is why they can choose their subclass immediately on Character Creation.
In combat, Paladins are able to provide great support to their allies that can help them gain an edge in battle. Oathbreakers will have the same abilities as their original Subclass but will gain new and sinister capabilities.
Fuelled by the Oaths you swore to uphold justice and righteousness, you are a beacon of hope in dark times.
BG3 Paladin Class Features
HIT POINTS
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at Higher Levels: 6 + Constitution modifier
PROFICIENCIES
- Armor: Light Armour, Medium Armour, Heavy Armour, Shields
- Weapons: Simple Weapons, Martial Weapons
- Saving Throws: Wisdom, Charisma
- Skills: Choose 2 Skills from - Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
STARTING EQUIPMENT
PALADIN SPELLCASTING
- Half Spellcasters: Gains spellcasting at level 2. Unlocks new spell level every 4 Paladin levels starting at level 2, up to level 3 spells.
- Cantrips: None
- Spell Save DC: 8 + your Proficiency bonus + your Charisma modifier
- Spell Attack Modifier: your Proficiency bonus + your Charisma modifier
- Known Spells: 1 + your Charisma modifier + half your Paladin level (rounded down)
- Spell List: Known Casters. Cannot change equiped spells freely. Can only swap equiped spells on level up.
- Ritual Casting: No
Unique Class Feature
- Paladin Spells
- Channel Oath: You gain the ability to channel the power contained in your Paladin oath which you can use to fuel certain actions.
- Lay on Hands
- Divine Sense
BG3 Paladin Class Progression
- Level 1
- Lay on Hands (Action)
- Divine Sense (Bonus Action)
- Channel Oath Charges (Class Feature)
- Pick a Paladin Oath (Oath of the Ancients, Oath of Devotion, Oath of Vengeance)
- Level 2
- Level 1 Paladin Spellcasting (Class Feature)
- Divine Smite (Action)
- Choose a Fighting Style (Defence, Duelling, Great Weapon Fighting or Protection) (Class Feature)
- Level 3
- Divine Health (Class Feature)
- Subclass Feature
- Level 4
- Lay on Hands Charge (Class Feature)
- Feat - Choose one from the Feats list
- Level 5
- Level 2 Paladin Spellcasting (Class Feature)
- Extra Attack (Class Feature)
- Subclass Feature
- Level 6
- Aura of Protection (Class Feature)
- Level 7
- Subclass Feature
- Level 8
- Level 9
- Level 3 Paladin Spellcasting (Class Feature)
- Subclass Feature
- Level 10
- Lay on Hands Charge (Class Feature)
- Aura of Courage (Class Feature)
- Level 11
- Improved Divine Smite (Class Feature)
- Level 12
BG3 Paladin Subclass Progress Comparison
Level | Oath of Ancients | Oath of Devotion | Oath of Vengeance | Oathbreaker |
1 | Healing Radiance (Action) Oath of the Ancients Tenets (Subclass Feature) |
Holy Rebuke (Action) Oath of Devotion Tenets (Subclass Feature) |
Inquisitor's Might (Bonus Action) Oath of Vengeance Tenets (Subclass Feature) |
Spiteful Suffering (Action) |
3 | Nature's Wrath (Action) Turn the Faithless (Action) Speak with Animals (Oath Spells) Ensnaring Strike (Ranged) (Oath Spells) |
Sacred Weapon (Action) Turn the Unholy (Action) Protection from Evil and Good (Oath Spells) Sanctuary (Oath Spells) |
Abjure Enemy (Action) Vow of Enmity (Action) Bane (Oath Spells) Hunter's Mark (Oath Spells) |
Control Undead (Action) Dreadful Aspect (Action) Hellish Rebuke (Oath Spells) Inflict Wounds (Oath Spells) |
5 | Misty Step (Oath Spells) Moonbeam (Oath Spells) |
Lesser Restoration (Oath Spells) Silence (Oath Spells) |
Hold Person (Oath Spells) Misty Step (Oath Spells) |
Crown of Madness (Oath Spells) Darkness (Oath Spells) |
7 | Aura of Warding (Subclass Feature) | Aura of Devotion (Subclass Feature) | Relentless Avenger (Subclass Feature) | Aura of Hate (Subclass Feature) |
9 | Protection from Energy (Oath Spells) Plant Growth (Oath Spells) |
Beacon of Hope (Oath Spells) Remove Curse (Oath Spells) |
Protection from Energy (Oath Spells) Haste (Oath Spells) |
Bestow Curse (Oath Spells) Animate Dead (Oath Spells) |
BG3 Paladin Spell Slots
Paladin Level | I | II | III |
Level 1 Paladin | - | - | - |
Level 2 Paladin | 2 | - | - |
Level 3 Paladin | 3 | - | - |
Level 4 Paladin | 3 | - | - |
Level 5 Paladin | 4 | 2 | - |
Level 6 Paladin | 4 | 2 | - |
Level 7 Paladin | 4 | 3 | - |
Level 8 Paladin | 4 | 3 | - |
Level 9 Paladin | 4 | 3 | 2 |
Level 10 Paladin | 4 | 3 | 2 |
Level 11 Paladin | 4 | 3 | 3 |
Level 12 Paladin | 4 | 3 | 3 |
BG3 Paladin Tips & Builds
- Paladins benefit from Divine Smite for increased damage output. Be sure to setup your Reactions so that you can just melee attack, and use Divine Smite if you want. To do this, hit "L" on the keyboard and tick each level of Divine Smite "On" and to "Ask". This will allow you to use Divine Smite with other Weapon Actions, Opportunity Attacks, as well as Smite Spells.
- Using the Dueling fighting style maximizes damage while using a one-handed weapon and a shield. Duelling is particularly good if you are out of Spell Slots and cannot Divine Smite. Defence is also a great choice of Fighting Style since most Paladin damage comes from Divine Smite anyway.
- Oath of Vengeance subclass offers more versatility for making morally ambiguous decisions, while Oathbreaker allows the player to choose whatever decisions he or she wants, both good and evil.
- Multiclassing at level 2 or 6 are ideal for Paladin because at level 2 you can bring Divine Smite and all your Proficiencies to another Class, while at level 6 you gain Extra Attack and Aura of Protection, which are both fantastic.
- Paladins in BG3 use Charisma for Aura of Protection, and Dialogue mostly, but it does increase they number of Spells they can Prepare. There are very few hostile Paladin Spells that require high Charisma though, so don't pump Charisma thinking you will need it for these types of Spells unless you know which they are and you've planned ahead.
- You can completely dump Dexterity and use Heavy Armour for protection on your Paladin, and you won't gain the -1 penalty to AC at 8 DEX thanks to the way Heavy Armour works.
- Remember that Duelling doesn't work with Versatile Weapons unless paired with a shield, so using a Longsword alone is not ideal on a Paladin using this Fighting Style.
- Extra Attack only provides a second Attack if you used your Action to Attack to begin with. You cannot cast a spell and then attack, or attack and then cast a spell. And, Extra Attack doesn't stack with other Classes that have Extra Attack.
All Paladin Spells in Baldurs Gate 3
You can search by Name, Level, School and Casting Time. Just type into the search box what you are looking for.
Quick Search of All Spells
Name | Level | School | Casting time | Description |
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Lv 1 | Enchantment | Action Spell Slot |
Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. 10 turns 9mConcentration |
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Lv 1 | Enchantment | Bonus Action Spell Slot |
Compel an enemy to attack only you. It cannot attack other creatures. 3 Turns 9m WIS Save Concentration |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. 1 Turn 18m/60ftWIS Save |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
1d8+2 Heal a creature you can touch. No effect on undead or constructs. Melee |
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Lv 1 | Evocation | Bonus Action Level 1 Spell Slot |
Your weapon attacks deal an additional 1∼4 Radiant Damage. 3 Turns Concentration |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. 10 Turns Can only have temporary hit points from one source. MeleeConcentration |
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Lv 1 | Abjuration | Action Level 1 Spell Slot |
Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. Until Long Rest Melee Concentration |
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Lv 1 | Abjuration | Bonus Action Spell Slot |
You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. 10 Turns 18m Always Prepared |
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Lv 1 | Abjuration | Bonus Action Spell Slot |
Protect a creature from attacks: increases its Armour Class by 2. Until Long Rest 18m/60ftConcentration |
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Lv 1 | Evocation | Action Bonus Action Spell Slot |
+1d6Fire Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. 10 Turns Melee Concentration |
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Lv 1 | Evocation | Action Bonus Action Spell Slot |
+2d6 Thunder Pushes your target 3m away and possibly knocks it Prone. 1 turn Melee STR Save Action Bonus Action Level 1 Spell Slot |
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Lv 1 | Evocation | Action Bonus Action Spell Slot |
+1d6Psychic Possibly Frightens your target. They will be easier to hit and cannot move. 2 Turns Melee WIS Save Concentration |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Heal your allies and increase their hit point maximum by 5 hit points. Until Long Rest 9m |
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Lv 2 | Evocation | Action Bonus Action Level 2 Spell Slot |
+2d6 Radiant Possibly marks your target with light, preventing it from turning Invisible. 10 turns MeleeCON Save Concentration |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. 3 turns 18mWIS Save |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of the darkness. 18m5m |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. Melee |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. Until Long Rest Melee Concentration |
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Lv 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
2d10 Radiant Call down a silvery beam ofpale light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18m. 10 turns 18m1mCON Save |
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Lv 2 | Abjuration | Action Level 2 Spell Slot |
Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. Grants Advantage on Saving Throws against being Poisoned, and grant it Resistance to Poison damage. Until Long Rest Melee |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. 100 turns Using this spell might turn targets hostile. Range: 18m Concentration Always Prepared |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. 10 Turns 9m Concentration Always Prepared |
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Lv 3 | Evocation | Action Bonus Action Level 3 Spell Slot |
+3d8Radiant Evoke a heavenly flare, and possibly Blind your target Melee CON Save |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Radiate a holy power that emboldens nearby allies. Thei weapon attacks deal an additional 1∼4 Radiant damage. 10 Turns Concentration |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. Until Long Rest 18m |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. MeleeConcentration |
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Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it. Melee |
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Lv 3 | Necromancy | Action Level 3 Spell Slot |
Revive a companion. They return to life with 1 hit point. 9m |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. 10 Turns 18m |
All Paladin Spells Gallery
Paladin Lvl 1 Spells
Paladin Lvl 2 Spells
Paladin Lvl 3 Spells
- Anonymous
Notice the difference of resources between Paladin and Battlemaster from early to late game. At level 3, Battlemaster gets 12d8 maneuver dice between long rests and paladin gets a measly 6d8 smite dice. Compare that to 12th level, and the Battlemaster gets 12d10 maneuver dice and the Paladin has 29d6 smite dice. Battlemaster feels superior at low level but eventually Paladin surpasses.
- Anonymous
Does the increased Charisma not make it harder to save vs Paladin spells (like Command Duel?)
- Anonymous
I really like giving a companion 9 levels in Oath of vengeance paladin and 3 levels of Wildheart (bear heart) barbarian. They can still use the actual important paladin abilities while raging (divine smite, lay on hands and vow of enmity), because they are class actions, not spells, and the bear heart rage gives them 50% damage reduction against every damage type apart from psychic, effectively doubling their hp pool.
They can't wear heavy armor while raging but you can easily get good armor ratings with medium armor (armor of agility + githyanki gloves of dexterity give 21 armor even without a shield and you can also get addittional 1 point of armor from the defense paladin ability - with a +3 shield and paladin defense ability that will be 25 armor with just medium armor if you use armor of agility + githyanki gloves of dexterity).
With a good armor rating and bear heart rage they become much more difficult to defeat than a normal paladin
- Anonymous
Paladins are not known casters. They function just like clerics and druids by having their full spell list known upon reaching that spell level and can prepare spells at will out of combat.
- Anonymous
not sure why this is listed as a known caster, i can change spells in the spellbook...
- Anonymous
I must be getting something wrong here... Does multiclassing into Paladin give heavy armour proficiency at lvl1 Paladin? I gave Shadowheart 1 point into Pal but she can't cast spells with heavy armour on.... Halp!
- Anonymous
Incredible as it seems, shoving Bhaalists into the chasm on Bhaal's Temple breaks Oath of Devotion. Unprovoked of course, but why would any sane LG Paladin even consider leaving a Bhaalist alive even if they're just "pacifically walking around" in their murder temple with rivers of blood flowing? :v
- Anonymous
I'm looking at my paladin's spell book screen now. My CHA is 16 (+3). Proficiency bonus is +2. My Spell Attack is 7? How? My wizard and cleric only have Spell Attack 6 and their spell casting abilities are both 18.
i found that thunderous smite (as searing and wrathful) works best with dual wielding and dig deep weapon.
1. Dig deep procs on every smite attack (main hand + thunder dmg + reaction smite give you 3 procs of deep)
2. Smite makes all dig deep procs (as well all attacks in smite) being spell.
3. Gear on Spellmight gloves (+dmg to all attacks in spell) && Ring of elemental infusion (smite procs ring effect and bonus added to all attacks in smite) && some item to give you Arcane Charges (tooltip is incorrect: it adds proficiency to all attacks in casted spell instead of 1 dmg with spells)
https://www.youtube.com/watch?v=Hf2_rwx8yQE
for 2h build: Blooded Greataxe (similar to dig deep proc) + 2h weap mastery
- Anonymous
Not sure how people broke their oath so many times. As an Ancients Paladin, I broke it only twice. Healing Radiance is nice enough that I paid the price to get my oath back. There's just one major story moment that is hard to turn down that'll break your oath in my experience. Even some....not-quite-Lawful-Good interactions you have with your Guardian don't break your oath.
It's basically "don't be overtly evil". There are plenty of times you can be a jerk, like throwing homeless people out of a rich person's house, with no consequence. If you wanted to be scoundrel, should've played Rogue or Bard tbh
- Anonymous
People complaining about Oaths should just pick Oath of Vengance. Great spells, and extremely hard to break oath. You can kill everyone you see and still not break you oath.
- Anonymous
Auras are bugged at the moment, as none of them are functional on my lvl 10 paladin. They are not listed as abilities under my character or under passive. Not sure what to do to fix
- Anonymous
When you run the numbers vengeance 12 (or even oathbreaker 12) does slightly less damage per hit than pal8/warlock4 but it has plus 3 better to hit bonus. So it basically does roughly the same or better damage versus high AC targets. Specifically multi class only did about 3 more points of damage per hit, but because you can get 24 str versus only 22 CHA and because pure paladin doesn’t need to use the circlet of arcane synergy and can use horns of the berserker instead you can have plus 3 more to hit. Pure paladin also gets 3 3rd lvl smites a day (or vengeance can self haste) whereas the multi class only has 2nd lvl smites. They are ***h basically equal with pure paladin having more accuracy and nova potential but palock had slightly higher per hit damage (only like 3 points though) and it will have generally plus 3 higher bonus to all saving throws (22 CHA vs assuming 16 on STR based paladin). ***h are great builds, take your pick.
- Anonymous
- Anonymous
If you're worried of breaking your oath just let your companion make the morally grey dialogue choice and you're safe.
- Anonymous
I think you’re actually better off monoclass than going warlock 4 for example. Darkness and devils sight isn’t working like it’s supposed to. Vengence paladin can self haste at 9 and get improved divine smite at 11. Plus it’s way easier to boost strength than CHA, you can get strength to 24-26 easily and possibly higher. So attacking with strength is actually better than charisma. But still both are good.
- Anonymous
Is it worth grabbing 1 level in Wizard after hitting Level 5 Paladin to add another 2 Level 1 slots? I just want to SMITE.
- Anonymous
- Anonymous
Extra attack stacks with Warlock's pact of the blade extra attack, giving you 3 smites every turn. you are welcome.
- Anonymous
- Anonymous
Wiki's 'classes and subclasses' section on this page is a straight copy/paste of their elden ring one, lol. Astrologer or Samurai would definitely be interesting classes in BG3 though.
- Anonymous
wtf I killed a grandmother in front of her family and it broke my oath what is this railroad bs
- Anonymous
Remember your Oath when you interact with people. The game will not tell you if something will break your oath, so always keep those tenets in the back of your mind. Unless you want Oathbreaker, then just do the exact opposite of your oath as soon as possible, and give the biggest shrug possible to your order.
- Anonymous
Protip, you CAN'T respec an Oathbreaker pally unless you take back up your oath (1k gold for me in act 1) so make sure you are careful!
- Anonymous
should i keep on the path of normal paladin of vengence or would people recommend to multiclass into something else?
- Anonymous
Hello! Great Class!
Just some feed back - on the 2nd Act, I feel like Paladin's should be given more tools to fight darkness a bit more effectively than what is avalible at around lvl 4-5.
Blindsmite is good and all, but there should be a skill similar to cleric's "Spirit Guardian" ability that shines holy light for 2 - 3 turns and deals damage to creatures that is "Evil/Dark" excluding undead etc (Organic creatures)
- Anonymous
I love how 5e specifically had much more relaxed oaths because the overly rigid lawful-stupid paladins of earlier editions were dreadful....only for us to come full circle as the bg3 community comes out of the woodwork to praise, en masse, a system that serves to restrict player agency and roleplay.
inb4 "murderhobo", because there's a lot of evil you have to allow by implication just because the developers didn't think about the logistics of a particular plot beat. Do note that "the stupidity of a system that rigidly demands the letter of the law be obeyed and not its spirit, in a medium that depends entirely on the chaos of human motives & abstract, imaginative thought" is, in summary, largely why the tabletop abandoned everyone's new favorite forced-roleplay tool
- Anonymous
Anyone else think that Paladin class is lacking in powerful high level skills/features? The spells and the auras doesnt seem to be that great, especially if the aura is so small (3m) and you have shadowheart in your party. If the information on this page is right, I think multiclassing is the way to go after level 5 (so you get the extra attack ASAP). Action surge from fighter class would fit nicely, maybe even get a fighter subclass for superiority die attacks, or get barbarian rage or rogue additional bonus action.. The options are many. One example: With 5 levels in paladin, 2 in fighter and 2-3 in rogue/barbarian you would get loads of attacks per turn (with Great Weapon Mastery feat or Berserker Frenzy even the bonus action attacks are as powerful as regular action attacks).
- Anonymous
What is the point of having subclasses in this game when you will sooner or later end up as and Oathbreaker any way because of way how oath sistem works in this game.
- Anonymous
bro these doofus' at fextra recommend you multiclass paladin and rogue so you can get extra bonus actions to smite twice per turn....... LOL
- Anonymous
- Anonymous
- Anonymous
Uuuuh, will they add Oath of Vengeance aka the strongest Player's Handbook Oath?
- Anonymous
Can't wait! Been playing a battle cleric for the time being ♥
- Anonymous
- Anonymous
I really want to play as a Paladin of Helm with Oath of Devotion.
- Anonymous
I hope there will be Doomguides - Kelemvorian Paladins... But not sure which oath....
- Anonymous
- Anonymous
- Anonymous
- Anonymous
Not knowing anything about the story or other characters I picked a female Seldarine Drow, noble, vengeance paladin. I guess peace was never an option with a certain potential party member.
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