Oath of Vengeance |
---|
Oath of Vengeance Initial Features |
Inherited Paladin Features |
Oath of Vengeance is a Subclass of Paladin in Baldur's Gate 3. The Oath of Vengeance 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.
You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
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 Vengeance Features Progression
- Level 1 - Inquisitor's Might (Bonus Action)
- Level 1 - Oath of Vengeance Tenets (Subclass Feature)
- Level 3 - Abjure Enemy (Action)
- Level 3 - Vow of Enmity (Action)
- Level 3 - Bane (Oath Spells)
- Level 3 - Hunter's Mark (Oath Spells)
- Level 5 - Hold Person (Oath Spells)
- Level 5 - Misty Step (Oath Spells)
- Level 7 - Relentless Avenger (Subclass Feature)
- Level 9 - Haste (Oath Spells)
- Level 9 - Protection from Energy (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 Vengeance 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, 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 |
---|---|---|---|---|
|
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 |
|
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 |
|
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 |
|
Lv 1 | Evocation | Action Level 1 Spell Slot |
1d8+2 Heal a creature you can touch. No effect on undead or constructs. Melee |
|
Lv 1 | Evocation | Bonus Action Level 1 Spell Slot |
Your weapon attacks deal an additional 1∼4 Radiant Damage. 3 Turns Concentration |
|
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 |
|
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 |
|
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 |
|
Lv 1 | Abjuration | Bonus Action Spell Slot |
Protect a creature from attacks: increases its Armour Class by 2. Until Long Rest 18m/60ftConcentration |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
Lv 2 | Abjuration | Action Level 2 Spell Slot |
Cure a creature from disease, poison, paralysis or blindness. Melee |
|
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 |
|
Lv 2 | Conjuration | Bonus Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. Range: 18m |
|
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 |
|
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 |
|
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 |
|
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 |
|
Lv 3 | Evocation | Action Bonus Action Level 3 Spell Slot |
+3d8Radiant Evoke a heavenly flare, and possibly Blind your target Melee CON Save |
|
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 |
|
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 |
|
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 |
|
Lv 3 | Abjuration | Action Warlock Spell Slot |
Touch a creature or object to remove all Curses and Hexes affecting it. Melee |
|
Lv 3 | Necromancy | Action Level 3 Spell Slot |
Revive a companion. They return to life with 1 hit point. 9m |
|
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
You can kill the tieflings and keep your oath at the beginning. Just use deception to convince them to leave then attack as their leaving without freeing Laezel. I think if you free her she becomes the “aggressor” so you’re supposed to side with the tieflings but the game forces you to fight alongside Laezel so you break your oath automatically. I let the team attack and I just skipped my turns and it worked for me. You might not even need to skip your turn, but I didn’t test that yet.
- Anonymous
infernal rapier + Diadem of Arcane Synergy and you don't need waste points in strenght or dextery
- Anonymous
Oathbreaker is terrible compared to Oath of Vengeance. Would rather keep superior abilities.
- Anonymous
Question, Can Helldusk full set effect anything on Paladin vengance oath, Like how Helldusk glove provide a Spell attack roll and save, or what? trying to gear Minthara and was thinking
Blood of lanthander
Vicona shield
Helldusk armor set
Cloak and ring of protection
- Anonymous
Can anyone explain why every single subclass page redundantly contains information for the superclass progression along with the subclass, making it difficult to distinguish between super and subclass components, as well as comparing subclasses to one another?
- Anonymous
Bruh this spell list sucks ass. 8/11 of the 1st level spell slots are concentration, 3 of them are shittier versions of the basic Smite.
All of the 2nd level spells are useless or so niche that you wont remember you have them.
You get 3rd level spells at lvl 9 but Bless makes two of them pointless, daylight and remove curse are not worth it at this level, Blinding smite can be achieved by a lvl 1 raven and a lvl 2 pally.
Warden of vitality is good tho. Too bad lore bard can yoink it 3 levels sooner alongside mass healing word or ANY OTHER SPELL.
2 levels is the sweetspot, even then you get a handful of redundant spells.
Removing conentration for the ones that only last 2-3 turns would be ideal. Im not breaking concentration on Bless or haste for 3 turns of 1-4 damage or a Frighten for 2 turns.
- Anonymous
- Anonymous
Allowing Nere to kill the gnome slaves in the cutscene after you free him will break this Oath
- Anonymous
So many people are talking about how to break the oath of vengeance. I got something for you that may interest you more, though i'm not sure how hard it really is to maintain your oath of vengeance when you have so many opportunities to break it, however, here is a recipe that may interested the lot of you:
as for the core stats you pick at level 1:
14 str
10 dex
16 con
8 int
8 wis
17 cha
level 4 feat should be dual wielder, wield a longsword in each hand, level 8 feat should be resilient, gotta succeed on those concentration saves.
On level 12, you pick 1 level in fighter and take the two weapon fighting style.
It doesnt really matter which fighting style you pick at level 2, i suggest going with defence.
And there you go, 60 damage per turn on average with just 1 spell slot used. 200 average damage per turn if you actualy smite on every. single. attack.
Have fun.
- Anonymous
- Anonymous
- Anonymous
Fighting the Tiefling's that captured Lae'Zel in the beginning did it for me.
- Anonymous
Betraying Spaw and helping Glut breaks the Oath of Vengeance
- Anonymous
- Anonymous
Making a deal with Ethel in the swamp broke this oath for me.
- Anonymous
I can see the "speak with animals" ability in the Vengeance subclass. Is this a mistake?
- Anonymous
I wonder how someone would break this oath to become an Oathbreaker.
If you are willing to exploit larians poor implementation of vow of enmity, this is by far the most powerful paladin subclass.
You can target yourself with vow of enmity and get advantage on everything for 10 turns, bonus action on short rest. This is not intended but if you use it it's busted. Best great weapon master class in the game.
0
+11
-1