Baldur s Gate 3: Every Paladin Subclass Ranked
At Level 5, Oath of Devotion Paladins gain the spells "Lesser Restoration" and "Silence" as additional prepared spells, allowing them to remove diseases and conditions and create a sphere that silences everything inside it and renders them immune to thunder damage.
At level 3, these Paladins gain Nature's Wrath and Turn the Faithless. The former lets them spend a Channel Oath charge to restrain an enemy as part of their attack, while the latter lets them instill fear in fey and fiends and cause them to flee. They also gain " Speak with Animals " and " Ensnaring Strike (Ranged)" as additional prepared spells. This makes them incredibly useful for stunning troublesome foes in combat and gleaning additional information from unlikely sources.
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The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Fighter build. In character creation, you gain the basics for the Fighter class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus.
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At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below:
Oath of Vengeance Paladins will break their oath if they take actions that show mercy for the wicked or go against the greater good. An example of this would be raiding the Emerald Grove alongside the Goblins during Act 1.
At level 9, Oath of Devotion Paladins gain access to the spells "Remove Curse" and "Beacon of Hope", allowing them to purge curses and grant their allies improved healing, advantage on wisdom saves, and advantage on death saves.
They can further supplement this Gish playstyle using items like the Diadem of Arcane Synergy (generating more Arcane Synergy Stats by applying conditions) in conjunction with Phalar Aluve's Shriek ability. Add the Winter's Grasp Gloves or any other item that lets your spells apply a condition for even better results. A surprisingly powerful addition to a Bladesinging Wizard loadout would be the Bonespike Boots, which boost AC and grant access to Brutal Leap, a special ability that knocks enemies over and uses the wearer's spellcasting stat to determine the save DC.
The Beast Master subclass gains the ability "Summon Companion," allowing them to call forth a number of different animal companions to aid them in combat. These animal companions are considerably stronger than those summoned by the "Find Familiar" spell. All Companions have the "Prey's Scent" ability, which causes them to deal 1d6 extra damage to a creature marked by the Beast Master's "Hunter's Mark" spell.
The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice.
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Naturally, the Oath of the Crown Paladin works well with all the usual Paladin equipment, like the Armour of Devotion, Blackguard's Sword, Gloves of Heroism, and Helmet of Smiting. They can also make good use of the Blackguard set, which can be found during Act 3. As always, the Helldusk Armor is excellent heavy armor if you have access to it, and the Flawed Helldusk Armor accessible during Act 2 makes a good substitute until you can get it.