Oath of the Ancients |
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Oath of the Ancients Initial Features |
Inherited Paladin Features |
Oath of the Ancients is a Subclass of Paladin in Baldur's Gate 3. Oath of the Ancients 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 fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature.
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 the Ancients Features Progression
- Level 1 - Healing Radiance (Action)
- Level 1 - Oath of the Ancients Tenets (Subclass Feature)
- Level 3 - Nature's Wrath (Action)
- Level 3 - Turn the Faithless (Action)
- Level 3 - Speak with Animals (Oath Spells)
- Level 3 - Ensnaring Strike (Ranged) (Oath Spells)
- Level 5 - Misty Step (Oath Spells)
- Level 5 - Moonbeam (Oath Spells)
- Level 7 - Aura of Warding (Subclass Feature)
- Level 9 - Protection from Energy (Oath Spells)
- Level 9 - Plant Growth (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 |
Oath of the Ancients 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. (As of 8/12/2023, this doesn't work to break Oath of the Ancients.)
- Killing the Owlbear mother, then killing the cub as well.
- Torture Liam at the Shattered Sanctum.
- Use the wand to raise Connor Vinderblad back from the dead.
- Refuse to let the Pixe out of the Moon Lantern.
- 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.
- 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.
- If you are multiclassing out of Paladin, multiclassing after level 2 or 6 is ideal because at level 2 you can bring Divine Smite and all your Proficiencies to another Class, while by level 6 you would have Extra Attack and Aura of Protection, which are both fantastic.
- Because Heavy Armour does not scale AC to Dexterity in the same way Light and Medium Armour do, it can be viable to dump Dexterity and use Heavy Armour without worrying about taking a -1 penalty to AC at 8 DEX. However, bear in mind that your DEX will still affect Dexterity Saving Throws and Initiative rolls.
- Paladins in BG3 primarily use Charisma to determine the bonus granted by their Aura of Protection and the number of Spells they can Prepare at one time. Charisma also determines the DC enemies must beat to save against your spell effects, however are very few offensive Paladin Spells that require the target to make a Saving Throw. For the most part, these Saving Throws affect secondary effects (such as the Frightened condition inflicted by Wrathful Smite or Searing Smite's damage over time), and do not alter the base damage of these spells, making it less necessary to pump Charisma if your build is focusing solely on damage output.
- 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. Additionally, Extra Attack doesn't stack with other Classes that have Extra Attack (for example, a 5/5 Fighter/Paladin would benefit from Extra Attack once, having only two attacks per turn).
- Using the Dueling fighting style maximizes damage while using a one-handed weapon and a shield. Dueling is particularly good if you are out of Spell Slots and cannot Divine Smite. Defense is also a great choice of Fighting Style since most Paladin damage comes from Divine Smite anyway.
- Remember that Dueling only works with Versatile Weapons when they are being used as one-handed weapons and not as two-handed weapons (for example, the Fighting Style would work with a versatile weapon in one hand and a shield in the other, because a shield does not count as a weapon and the versatile counts as a one-handed weapon at that point).
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.![]() ![]() |
All Paladin Spells Gallery
Oath of the Ancients Paladin Lvl 1 Spells
Oath of the Ancients Paladin Lvl 2 Spells
Oath of the Ancients Paladin Lvl 3 Spells
- Anonymous
lol WHY raising connor zombie breaks every oath? I really dont understand why this is "bad" somehow, just because he is zombie? Well thats just racist
- Anonymous
Killing the Owlbear and Cub to break this Oath specifically requires you to walk up to the owlbear outside of combat, have a cutscene play out, then keep approaching it until combat starts.
If you goad Eowids friends into starting combat or start combat with a sneak attack etc. it won’t break the oath (you are defending yourself not violating nature at that point)
- Anonymous
Not killing the head priestess in act 3 also breaks the oath, really feels like they should elaborate more on the tenets than "Kindle the light, shelter the light, preserve your own light", because a lot of the oath breaks are a bit of a stretch if you don't know the full DnD lore behind it.
- Anonymous
In act 3 during the Szarr Mansion final choices, freeing the prisoners or completing the ritual both break the oath. The only outcome that doesn't break the oath is killing all the prisoners.
- Anonymous
Letting Auntie Ethel leave, even if you intimidate her to release Mayrina and give you the hair will break the Oath.
- Anonymous
If Paladins had access to Blessed Warrior and an expanded cantrip selection like Word of Radiance or Toll the Dead I can see a somewhat viable caster support Charisma Paladin but for the moment just pump strength to 27 and kill things in 1 round with guranteed Smite crits.
- Anonymous
Killing the Paladins of Tyr for Karlach before investigating their intentions will cause an Oath Break for Ancients. Same with the Githyanki in the temple.
- Anonymous
This Oath reallllly Jives with Arabella's quest line,
If you want a quick walk through order to do this fully:
- Require Withers
-- Found in Act 1, in the basement of the temple near where you find gale
-- you'll have to fight some undead (You can loot them of most of their weapons to nerf them somewhat)
-- After you see him do not kill him/treaten to kill im and talk to him nicely
-- He should appear at the boat in your camp at long rest
- help Arabella out in Act 1's druid grove(making sure she's released right away, use your oath's dialogue choices to make this easy)
- In Act 2 by helping her there
-- She's intitally in a grave yard where she shows off a neat trick
-- She gives you a quest to help her, complete by searching the area where you find the hospital
-- Go to your camp where she's by Withers and say the most kind and symapthic lines after telling her the truth.
-- Long resting and talking to her again helps her come to terms with what's happening as well as having her trust her new mentor
From that you get a decent Oath style buff (once a day) and a ring that's got a pretty decent power via a ring gifted (though know it's Contrantration and once a day). If you use the ring note what your character says when they use it.
- Anonymous
- Anonymous
super easy to break this oath in act two, just refuse to let the pixie out of the moon lantern.
- Anonymous
Found out the hard way: killing Gekh Coal's group of slave hunters after they let you pass freely will break the oath. RIP
- Anonymous
In Act 2, fulfilling the quest "Punish the Wicked" in any way will cause Oathbreak.
- Anonymous
Notes from my playthru so far as of Hotfix # 3:
- Oath breaking by giving the location of the grove to the drow in the goblin camp even if you immediately go to kill her in the same dialogue.
- Can avoid Oathbreak for the undead Connor situation by having someone else do it (would recommend shadowheart as she can give a prayer to Shar before)
- If you know someone's a slaver or murderer and unrepeant you can pick the more vicious options to just straight up kill people (Underdark route).
- Anonymous
For when you like being a holy crusader, but also like the fey.
- Anonymous
WTF this class seems acquiring ranged version of Ensnaring Strike only, even though the class cannot obtain Archery fighting style. Melee version of the spell should be added imo.
- Anonymous
- Anonymous
Don't know if my game bugged, but I didn't get speak with animals when I leveled up to 2.
- Anonymous
If you would make a 20 charisma moonbeam paladin, would moonbeam get more damage the higher the charisma is?
A very solid subclass, not only have a good healing, but has a aura that protect your party (and have nice spells too).
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