Oath of Devotion |
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Oath of Devotion Initial Features |
Inherited Paladin Features |
Oath of Devotion is a Subclass of Paladin in Baldur's Gate 3. Oath of Devotion 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.
Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
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
EQUIPMENT
Unique Class Feature
- Channel Oath Charges: 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 Features Progression
- Level 1- Lay on Hands (Action)
- Level 1- Divine Sense (Bonus Action)
- Level 1 - Channel Oath Charges (Class Feature)
- Level 1 - Pick a Paladin Oath (Oath of the Ancients, Oath of Devotion, Oath of Vengeance)
- Level 2 - Divine Smite (Action)
- Level 2 - Fighting Style - Choose a Fighting Style from Defence, Duelling, Great Weapon Fighting, and Protection
- Level 3 - Divine Health (Class Feature)
- Level 4 - Lay on Hands Charge (Class Feature)
- Level 4 - Feat - Choose one from the Feats list
- Level 5 - Extra Attack (Class Feature)
- Level 6 - Aura of Protection (Class Feature)
- Level 8 - Feat - Choose one from the Feats list
- Level 10 - Lay on Hands Charge (Class Feature)
- Level 10 - Aura of Courage (Class Feature)
- Level 11 - Improved Divine Smite (Class Feature)
- Level 12 - Feat - Choose one from the Feats list
BG3 Oath of Devotion Features Progression
- Level 1 - Holy Rebuke (Action)
- Level 1 - Oath of Devotion Tenets (Subclass Feature)
- Level 3 - Sacred Weapon (Action)
- Level 3 - Turn the Unholy (Action)
- Level 3 - Protection from Evil and Good (Oath Spells)
- Level 3 - Sanctuary (Oath Spells)
- Level 5 - Lesser Restoration (Oath Spells)
- Level 5 - Silence (Oath Spells)
- Level 7 - Aura of Devotion (Subclass Feature)
- Level 9 - Beacon of Hope (Oath Spells)
- Level 9 - Remove Curse (Oath Spells)
BG3 Paladin Spell Slots
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 Oath of Devotion Tips & Builds
- You will become an Oathbreaker if you:
- In general, going back on your word and betraying those you have convinced not to attack you will break your oath. Examples of this include betraying the Tieflings when rescuing Lae'zel, betraying the goblins within the Blighted Village as well as the Shattered Sanctum.
- Allowing Arka to kill the caged goblin Sazza.
- Torture Liam at the Shattered Sanctum.
- 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, so using a Longsword 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.![]() ![]() ![]() |
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Lv 1 | Enchantment | ![]() Bonus Action ![]() Spell Slot |
Compel an enemy to attack only you. It cannot attack other creatures.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Level 1 Spell Slot |
![]() ![]() Heal a creature you can touch. ![]() ![]() |
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Lv 1 | Evocation | ![]() Bonus Action ![]() Level 1 Spell Slot |
Your weapon attacks deal an additional 1∼4 Radiant Damage.![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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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. ![]() ![]() |
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Lv 1 | Abjuration | ![]() Bonus Action ![]() Spell Slot |
Protect a creature from attacks: increases its Armour Class by 2.![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. ![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Pushes your target 3m away and possibly knocks it Prone. ![]() ![]() ![]() ![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Bonus Action ![]() Spell Slot |
![]() ![]() Possibly Frightens your target. They will be easier to hit and cannot move. ![]() ![]() ![]() ![]() |
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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.![]() ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Bonus Action ![]() Level 2 Spell Slot |
![]() ![]() Possibly marks your target with light, preventing it from turning Invisible. ![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() |
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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. ![]() ![]() |
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Lv 2 | Abjuration | ![]() Action ![]() Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness.![]() |
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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.![]() ![]() ![]() |
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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.![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() 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. ![]() ![]() ![]() ![]() |
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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. ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() |
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Lv 3 | Evocation | ![]() Action ![]() Bonus Action ![]() Level 3 Spell Slot |
![]() ![]() Evoke a heavenly flare, and possibly Blind your target ![]() ![]() |
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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.![]() ![]() |
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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.![]() ![]() |
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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.![]() ![]() |
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Lv 3 | Abjuration | ![]() Action ![]() Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it.![]() |
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Lv 3 | Necromancy | ![]() Action ![]() Level 3 Spell Slot |
Revive a companion. They return to life with 1 hit point.![]() |
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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.![]() ![]() |
Oath of Devotion Paladin Lvl 1 Spells
Oath of Devotion Paladin Lvl 2 Spells
Oath of Devotion Paladin Lvl 3 Spells
- Anonymous
- Anonymous
Longsword/Shield is works with dueling fighting style btw so this is incorrect
- Anonymous
Ugh, this is sad. My fav (traditional) flavor of Paladin is easily, by far, the worst of the 3.
What did they do?! /smh
- Anonymous
Why do this oath gains silence instead of warding bond? it would make much more sense, for a oath who protects the innocent.
Are any of the auras actually functional? I'm a lvl 10 paladin and have neither Aura of Protection or Aura of Courage listed amongst my passive, and fear affects still hit me. So....
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