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Oath of Devotion: Difference between revisions
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{{SubclassNote|Paladin}} | {{SubclassNote|Paladin}} | ||
{{H3|Level 1}} | |||
= | ; {{SAI|Holy Rebuke|w=40}} | ||
:; {{R|co|icononly=yes}} Channel Oath | |||
:: Call upon your Oath to grant a vengeful aura that deals {{DamageText|1d4|Radiant}} damage to anyone who hits them with a melee attack. | |||
{{H3|Level 3}} | |||
== | ; {{SAI|Sacred Weapon|w=40}} | ||
:; {{R|co|icononly=yes}} Channel Oath | |||
:: Using an action, you can turn your weapon into a '''Sacred Weapon'''. Adds your [[Charisma]] modifier to [[Attack Roll]]s on your weapon and it also emits a bright light. | |||
{{HorizontalRuleImage}} | |||
; {{SAI|Turn the Unholy|w=40}} | |||
:; {{R|co|icononly=yes}} Channel Oath | |||
:: {{Cond|Turned|Turn}} nearby fey and fiends. They are forced to flee and cannot come close to you. | |||
{{HorizontalRuleImage}} | {{HorizontalRuleImage}} | ||
= | ; Oath Spells | ||
: You gain additional spells from your oath. They are [[Spells#Known Spells|Always Prepared]]. | |||
:* {{SAI|Protection from Evil and Good|c=16}} | |||
:* {{SAI|Sanctuary}} | |||
{{H3|Level 5}} | |||
You gain additional spells from your oath. They are [[Spells#Known Spells|Always Prepared]]. | ; Oath Spells | ||
* {{SAI|Lesser Restoration}} | : You gain additional spells from your oath. They are [[Spells#Known Spells|Always Prepared]]. | ||
* {{SAI|Silence|c=16|r=16}} | :* {{SAI|Lesser Restoration}} | ||
:* {{SAI|Silence|c=16|r=16}} | |||
{{H3|Level 7}} | |||
; {{SAI|Aura of Devotion|w=40}} | |||
: You and any nearby allies can't be {{Cond|Charmed}}. The aura disappears if you fall Unconscious. | |||
{{H3|Level 9}} | |||
You gain additional spells from your oath. They are [[Spells#Known Spells|Always Prepared]]. | ; Oath Spells | ||
* {{SAI|Remove Curse}} | : You gain additional spells from your oath. They are [[Spells#Known Spells|Always Prepared]]. | ||
* {{SAI|Beacon of Hope|c=16}} | :* {{SAI|Remove Curse}} | ||
:* {{SAI|Beacon of Hope|c=16}} | |||
==Oathbreaking actions== | ==Oathbreaking actions== |
Revision as of 17:01, 20 December 2023
Template:Up to date
Oath of Devotion is one of the Subclasses of Paladin. These Paladins gain abilities that aid them in protecting the weak, dispelling falsehoods, and defeating fiends and undead.
Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
Oath
Here is the full text of the Oath of Devotion. For more details, see Oaths and Oathbreaking.
Honesty. Don’t lie or cheat. Let your word be your promise.Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Subclass features
This subclass obtains all the features from its base class, Paladin, in addition to its unique features outlined below.
-
- Channel Oath
- Using an action, you can turn your weapon into a Sacred Weapon. Adds your Charisma modifier to Attack Rolls on your weapon and it also emits a bright light.
-
- Channel Oath
- nearby fey and fiends. They are forced to flee and cannot come close to you.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
- You and any nearby allies can't be . The aura disappears if you fall Unconscious.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Oathbreaking actions
This section details actions which will cause the player to break the Oath of Devotion
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act 1
- Repeatedly stabbing Abdirak in Shattered Sanctum while he refuses to fight back.
- Attacking Damays and Nymessa.
- Killing Anders without confirming first that he is hunting Karlach on the order of Zariel.
- Killing him after he admits to this does not break the oath.
- Killing the slaver Duergar in Grymforge, Ward Pistle and Ward Magmar.
Act 2
- In Punish the Wicked, after retrieving the ledger, choosing either punishment for Madeline. Telling her it's not her fault and forgiving her is the only option that will not break your oath.
- Killing the prisoners in the pods in the Mind Flayer Colony rather than releasing them.
Act 3
- Killing the jailers in Wyrm's Rock Prison.
- Using certain persuasion options to get Wulbren to stand down instead of killing the Gondians, after you accept his bomb and use it to blow up the Steel Watch Foundry.