Baldur s Gate 3: Every Paladin Subclass Ranked: Difference between revisions
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<br> | <br>After reaching Act 3, Oath of Ancients Paladins can make use of many of the same options as the Vengeance Paladin, though they should probably stick with the Hellrider's Pride Gauntlets and Whispering Promise Ring combo to make the most of their healing. Wapira's Crown starts to fall off by the endgame, so this is a good time to swap it for either the Grymskull Helmet (if you picked it up in Act 1/Act 2), the Steel Watcher Helmet (found in the Steel Watch Foundry in Act 3, Provides Darkvision and Advantage on Constitution Saving Throws), or even Sarevok's Horned Helm (Defeat Sarevok at the Murder Tribunal.)<br><br>Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one's chosen BG3 Wizard Subclass, or School.<br><br>Another good option is the Luminous Set, consisting of the Luminous Armor, Luminous Gloves and Coruscation Ring. When paired with a certain mace we'll discuss later, this can make it even harder for enemies to hit you by reducing their attack rolls.<br><br>The build is notably proficient in Heavy Armor, a proficiency granted by the Life Domain subclass itself. It also has several Cantrips that keep allies alive and enemies weak when their relatively limited spell slots are expended – but their Domain Spells are always prepared, leaving room for other spells to diversify options.<br><br>At several levels, players are given free spells that don't need to be slotted in and out of the spellbook. These spells include Bless and Cure Wounds at Level 1, Aid and Lesser Restoration at Level 3, and Revivify and Beacon of Hope at Level 5.<br><br>However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.<br><br>Domain spells work just like other spells, and are highlighted in the spell list when leveling to avoid picking them twice. Channel Divinity abilities vary from domain to domain, and offer powerful effects from limited Channel Divinity charges. Clerics gain Channel Divinity charges at Level 2 and 6, which replenish on either a Short or Long Rest.<br><br>At level [https://Www.Baldursgate3Fans.com/ Baldur's Gate 3 classes guide], Duergar get the ability to Enlarge themselves, altering their Strength stat and direct weapon damage. At Level 5, Duergar gain the ability to cast Invisibility as a racial ability. However, unlike many limited-use abilities, Duergar can cast Invisibility on themselves at will when out of combat, though it can only be used once per long rest in combat.<br><br>Since Rangers have proficiency with all martial weapons, they can achieve a ton of flexibility by using finesse weapons. Along with the usual suspects (Daggers, Shortswords, Scimitars, and Rapiers), there are also three unique finesse weapons in the game from weapon types that aren't usually finesse weapons. These are Phalar Aluve (longsword, Act 1, in the Underdark), Larethian's Wrath (longsword, Act 1, sold by the trader in the Githyanki Creche), and The Dancing Breeze (Glaive, Act 3, sold by Exxvikyap in Rivington.)<br><br>At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds the options of "Plant Growth" and "Blink," letting them create difficult terrain and flicker out of reality after their turn to evade attacks (sometimes Fey Magic is fickle.)<br><br>While the Blood of Lathander remains an ideal weapon for the Devotion Paladin, this is a good time to pick up a better shield. Viconia's Walking Fortress, a legendary shield wielded by Viconia DeVir during the quest "Daughter of Darkness", is a truly stunning option for a tanky Paladin. It grants advantage on all saving throws against spells, gives all spell attack rolls against you disadvantage, and allows you to blast enemies who strike you back with a wave of force. On top of all this, it also allows you to cast Warding Bond once per long rest and the unique "Reflective Shell" once per short rest. Reflective Shell returns all projectiles to their point of origin for 2 turns, and is activated as a bonus action.<br><br>At seventh Level, Death Domain Clerics get Blight and Death Ward as Domain Spells. They then get Divine Strike: Necrotic at eighth level, allowing them to deal 1d8 necrotic damage in addition to their normal damage with a melee attack (once per turn).<br><br>Allocating two levels into the Fighter class as any other class grants access to one of the game's most powerful class abilities: Action Surge. One of the iconic skills of the Fighter class, Action Surge is a Bonus Action that grants the caster another Action that turn.<br> | ||
Latest revision as of 14:46, 3 March 2026
After reaching Act 3, Oath of Ancients Paladins can make use of many of the same options as the Vengeance Paladin, though they should probably stick with the Hellrider's Pride Gauntlets and Whispering Promise Ring combo to make the most of their healing. Wapira's Crown starts to fall off by the endgame, so this is a good time to swap it for either the Grymskull Helmet (if you picked it up in Act 1/Act 2), the Steel Watcher Helmet (found in the Steel Watch Foundry in Act 3, Provides Darkvision and Advantage on Constitution Saving Throws), or even Sarevok's Horned Helm (Defeat Sarevok at the Murder Tribunal.)
Wizards are the only class that can outright learn new spells directly from Scrolls rather than waiting for a level-up, which costs gold. But this cost is reduced if the spell corresponds with one's chosen BG3 Wizard Subclass, or School.
Another good option is the Luminous Set, consisting of the Luminous Armor, Luminous Gloves and Coruscation Ring. When paired with a certain mace we'll discuss later, this can make it even harder for enemies to hit you by reducing their attack rolls.
The build is notably proficient in Heavy Armor, a proficiency granted by the Life Domain subclass itself. It also has several Cantrips that keep allies alive and enemies weak when their relatively limited spell slots are expended – but their Domain Spells are always prepared, leaving room for other spells to diversify options.
At several levels, players are given free spells that don't need to be slotted in and out of the spellbook. These spells include Bless and Cure Wounds at Level 1, Aid and Lesser Restoration at Level 3, and Revivify and Beacon of Hope at Level 5.
However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.
Domain spells work just like other spells, and are highlighted in the spell list when leveling to avoid picking them twice. Channel Divinity abilities vary from domain to domain, and offer powerful effects from limited Channel Divinity charges. Clerics gain Channel Divinity charges at Level 2 and 6, which replenish on either a Short or Long Rest.
At level Baldur's Gate 3 classes guide, Duergar get the ability to Enlarge themselves, altering their Strength stat and direct weapon damage. At Level 5, Duergar gain the ability to cast Invisibility as a racial ability. However, unlike many limited-use abilities, Duergar can cast Invisibility on themselves at will when out of combat, though it can only be used once per long rest in combat.
Since Rangers have proficiency with all martial weapons, they can achieve a ton of flexibility by using finesse weapons. Along with the usual suspects (Daggers, Shortswords, Scimitars, and Rapiers), there are also three unique finesse weapons in the game from weapon types that aren't usually finesse weapons. These are Phalar Aluve (longsword, Act 1, in the Underdark), Larethian's Wrath (longsword, Act 1, sold by the trader in the Githyanki Creche), and The Dancing Breeze (Glaive, Act 3, sold by Exxvikyap in Rivington.)
At level one, they also have the additional spell options "Faerie Fire" and "Sleep," allowing them to outline targets to grant advantage or just put their enemies to sleep. At level three, they can also choose "Phantasmal Force" and "Calm Emotions," letting them deal repeating psychic damage that will shift damage type to match the last attack that hit the target and allow them to immunize themselves and their allies from being charmed or frightened. Level five adds the options of "Plant Growth" and "Blink," letting them create difficult terrain and flicker out of reality after their turn to evade attacks (sometimes Fey Magic is fickle.)
While the Blood of Lathander remains an ideal weapon for the Devotion Paladin, this is a good time to pick up a better shield. Viconia's Walking Fortress, a legendary shield wielded by Viconia DeVir during the quest "Daughter of Darkness", is a truly stunning option for a tanky Paladin. It grants advantage on all saving throws against spells, gives all spell attack rolls against you disadvantage, and allows you to blast enemies who strike you back with a wave of force. On top of all this, it also allows you to cast Warding Bond once per long rest and the unique "Reflective Shell" once per short rest. Reflective Shell returns all projectiles to their point of origin for 2 turns, and is activated as a bonus action.
At seventh Level, Death Domain Clerics get Blight and Death Ward as Domain Spells. They then get Divine Strike: Necrotic at eighth level, allowing them to deal 1d8 necrotic damage in addition to their normal damage with a melee attack (once per turn).
Allocating two levels into the Fighter class as any other class grants access to one of the game's most powerful class abilities: Action Surge. One of the iconic skills of the Fighter class, Action Surge is a Bonus Action that grants the caster another Action that turn.