Baldur s Gate 3: Every Paladin Subclass Ranked: Difference between revisions
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<br> | <br>The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, [https://www.Baldursgate3fans.com/articles/top-dragon-fights-in-fantasy-games-for-2025.html Dragon Fights 2025] tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.<br><br>Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.<br><br>When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.<br><br>Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.<br><br>This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.<br><br>At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)<br><br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.<br><br>The table above explains all the spells granted at level 3 by this decision. At level 5, players choose another Spell Circle and gain new spells from that Circle. These are different spells to those offered by selecting that Circle at level 3.<br><br>The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)<br> | ||
Latest revision as of 01:49, 8 November 2025
The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, Dragon Fights 2025 tanking for the Party and keeping enemy attention. The Blood of Lathander legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1.
Wild Magic Barbarians channel Wild Magic when they enter a rage, causing a Wild Magic surge similar to the one some Sorcerers can cause when casting spells. They also get the ability "Magic Awareness," which lets them use a bonus action to allow themselves and allies within 3m to add their proficiency bonus to saving throws against spells.
When Multiclassing with the Circle of the Moon, it is important to understand that a lot of features won't work while in Wildshape. Generally speaking, Class Actions that require the player to spend an action or bonus action will be unavailable while in Wildshape, but passive abilities will. Thus, abilities like Unarmored Defense (from Barbarian and Monk) will function in Wildshape (as long as the character wasn't wearing armor when they entered Wildshape), as will the Improved Critical ability from Champion Fighter. The War Cleric Extra Attack also works while Wildshaped, which can be useful. Players can also take levels in Barbarian and enter a Rage before using Wildshape to benefit from Rage while in Wildshape.
Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast Hunter's Mark once per long rest.
This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.
At level six, the Druid gets "Primal Strike," treating their natural attacks as magical for the purpose of overcoming damage reduction while they are transformed. They gain Saber-Toothed Tiger as a Wildshape at level eight, which has the ability to shred through armor. At level ten, the druid gets access to four "Elemental Myrmidon" wildshapes, allowing them to take on elemental forms to modify their damage type and take advantage of environmental conditions. (Lighting Oil on Fire, Electrifying Water, etc.)
At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too.
The table above explains all the spells granted at level 3 by this decision. At level 5, players choose another Spell Circle and gain new spells from that Circle. These are different spells to those offered by selecting that Circle at level 3.
The Circle of Spores Druid has a tremendous amount of synergy with the Necromancy School available to Wizards, and taking six levels of Wizard will allow them to create a much greater range of undead minions to aid them in battle. This has the added benefit of granting them access to the entire Wizard spell list thanks to both classes being full casters, though a character will need to invest in intelligence to make full use of the Wizard spells. The Circle of Spores also synergizes well with the Monk, allowing players to brawl in melee and improve their AC using their Wisdom, which will already be pretty high since it's the Druid's spellcasting stat. Fighter and Ranger are both excellent multiclass choices too, offering Extra Attack at level 5 to dish out more Necrotic Damage while using Symbiotic Entity. Ranger synergizes slightly better due to also providing additional spell slots. (Rangers are half-casters so half of the Ranger Level, rounded down, is added to the effective caster level when multiclassing.)