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Oath of Vengeance: Difference between revisions
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Oath of Vengeance is one of the Subclasses of Paladin. It was unavailable during Early Access.
(Added a way to break the oath in Act 1 - killing a bird) |
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* Attacking [[Damays]] and [[Nymessa]]. | * Attacking [[Damays]] and [[Nymessa]]. | ||
* Freeing [[Sazza]] from her cage.* | * Freeing [[Sazza]] from her cage.* | ||
* Prodding the exhausted bird on the table next to [[Nettie]] to death in the Emerald Grove | |||
* Torturing the prisoner in shattered sanctum. | * Torturing the prisoner in shattered sanctum. | ||
* Agreeing to attack the Grove with [[Minthara]]. | * Agreeing to attack the Grove with [[Minthara]]. |
Revision as of 06:28, 29 December 2023
You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
Oath tenets
Here is the full text of the Oath of Vengeance. For more details, see Oaths and Oathbreaking.
Fight the Greater Evil. Exerting your wisdom, identify the higher morality in any given instance, and fight for it.
No Mercy for the Wicked. Chasten those who dole out their villainy by wiping their blight from the world forever.
Subclass features
This subclass obtains all the features from its base class, Paladin, in addition to its unique features outlined below.
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- Channel Oath
- You or an ally's weapon attacks deal an additional Radiant damage equal to your Charisma modifier (minimum 1) and can enemies 2 turns
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- Channel Oath
- Use an Action to an enemy. They'll be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw.
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- Channel Oath
- Gain Advantage on Attack Rolls against an enemy.
- 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.
- If you hit an enemy with an Opportunity Attack, your movement speed increases by 4.5 m / 15 ft on your next turn.
- This movement does not provoke any further opportunity attacks.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Oathbreaking actions
This section details actions that will cause the player to break the Oath of the Vengeance.
Act 1
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Attacking Damays and Nymessa.
- Freeing Sazza from her cage.*
- Prodding the exhausted bird on the table next to Nettie to death in the Emerald Grove
- Torturing the prisoner in shattered sanctum.
- Agreeing to attack the Grove with Minthara.
- Stopping Komira from killing Kagha, if Arabella dies during her judgement.
- Letting Auntie Ethel get away from the fight alive in exchange for her boon.
- Killing Sovereign Spaw after siding with Glut at the Ebonlake Grotto (Myconid Colony).
- Siding with Nere after liberating him in Grymforge.
Spoiler warning! This section reveals interactions with The Dark Urge.
- (As Dark Urge) Fantasising about chopping off Gale's hand at the flickering rune.
- (As Dark Urge) Embracing Alfira or Quils murder will break your oath.
- (As Dark Urge) Ensuring Pandirna never stands again in the Emerald Grove's storage room.
- (As Dark Urge) Showing the Ox your thoughts causing you to stab it to death in Act 2
Act 2
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Telling Mol that you like her ambition of becoming the leader of the Thieves Guild
- Letting Minthara get erased by the torturers at the Moonrise Towers.
- In Punish the Wicked, forgiving Madeline will break your oath. Telling her to stab herself then stopping her will also do so.
- Siding with Marcus when he attempts to kidnap Isobel.
- Killing Steelclaw. For Dark Urge characters, this includes speaking with Steelclaw and choosing the option to try and remember what you did previously, as this leads to automatically killing Steelclaw.
- Helping Linsella take back control of Barnabus in Moonrise Towers Kitchen.
Act 3
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Feeding the Mind Flayer in the Rivington Abandoned Windmill
- Accepting Gortash's proposal during the ceremony at Wyrm's Rock Fortress.
- Telling Aradin that The Nightsong is in your camp.
- Letting Viconia DeVir live after the battle at the House of Grief during Shadowheart's personal quest.
- Letting Astarion ascend to become a True Vampire during his personal quest.
- Leaving the vampire spawns in their cages instead of killing or releasing them after Cazador is dealt with.
Spoiler warning! This section reveals interactions with The Dark Urge.
- (As Dark Urge) While speaking to Bugthimble at Kurwin's grave in the Lower City Graveyard, wonder if you've ever buried someone alive.