Baldur's Gate 3: Oath Of The Ancients Paladin - All Spells And Abilities (Full Release)

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hey guys Omaha here today I'm going to be showing all the Spells and abilities for the oath of the ancient subclass for the Paladin solarion Studios actually revealed some data on the most picked classes in Baldur's Gate 3 so far and the Paladin was winning by a pretty decent margin and after recording this video I'm starting to see why this was a paladin fueled by the oath you swore to uphold Justice and righteousness you are a Beacon of Hope and dark times you're gonna get proficiencies and simple weapons and martial weapons this is going to add your proficiency bonus to attack roles with these weapon types and you're going to get proficiencies in light armor medium armor heavy armor and shields so wielding these armor types is not going to impose a disadvantage on your attack rolls or prevent you from casting spells you're gonna get two actions to start with lay on hands which does four healing to start use your blessed touch to heal a creature or cure of all diseases and poisons has no effect in the undead and constructs and it's melee range it's going to use this thing called lay on hands charges so use delay cast lay on hands recharges once per long rest to land hands is going to give you three charges to start with and those are going to recharge on a long rest you're also going to get three actions for lay on hands all of them are going to be for melee range they're going to use an action and they're not going to have any effect on Undead and constructs lay on hands cure is going to imbue your hands with divine power to cure all diseases and poisons affecting a creature and that's going to use two charges then there's lay on hands greater healing just for healing imbue your hands with divine power to heal a Target that's going to use two charges and finally we have Leon hands lesser healing it's gonna heal for two and it's going to be your hands of divine power to heal a Target that's gonna use one charge [Music] these abilities are going to scale with your level so at level two I'm doing eight healing and four healing and here they are level 12. also you're gonna get Divine sense I was gonna use a bonus action and it's going to give you an advantage on attack rolls against celestials fiends and Undead for two turns and it recharges on a short rest the advantage is Gonna Roll two dice and use the higher value on your attack roll and if the attack roll is higher than it targets Armor class the attack will hit then you're going to choose your subclass for the video I'm choosing oath of the Ancients you fight on the side of light and the cosmic struggle against Darkness to preserve the sanctity of life and the beauty of nature that's going to give you the action healing Radiance which does five healing heal yourself and all nearby allies for five hit points regain another five hit points next turn no effect on Undead in constructs range of 10 feet and it's a bonus action and it uses the Channel Oak charge your once the next turn it's going to heal again for five and this is gonna scale with your level so at level two you're gonna do six healing and here's that at level 12. then you're gonna get the subclass feature oath of the Ancients tenants both of the Ancients paladins abide by the following tenants Kindle the light their acts of kindness and Kindle the Light Of Hope and the bleakest Hollows of Despair shelter the light where love blooms stand against the devilry that would snip its stem preserve your own light the light in culture and small Joys to preserve the light in your own heart these are kind of your Odes that you need to follow as uh the oath of the Ancients Paladin it's gonna influence how you want to play the game if you want to stick to your oath and then you're gonna apply your ability points keeping in mind that strength is your primary ability and Charisma is going to be used on spell casting so when you hit Level 2 with the Paladin you're gonna get a health increase two level one spell slots and three actions that are pretty similar they're just different variants there's Divine Smite weapon damage which adds two d8 radiant damage that's two eight-sided die rolls so two to sixteen more damage and it deals an additional one to eight radiant damage to fiends and Undead on missed this does not spend a spell slot the range is melee it uses an action and a level one spell slot now when you use this later on with a level two spell slot or three spell slot every level of spell slot you use adds another 1d8 radiant damage so two would be 3d8 radiant damage and level three would be 48 radiant damage 18 HP it's good gone in one hit eight and sixteen damage then there's Divine Smite reaction weapon damage this basically lets you use this ability as a reaction if you haven't already used it during your turn and then there's divide and smite critical reaction weapon damage this lets you use it on a crit hit if you didn't use the main attack on your turn so if you press L on the keyboard you're going to be able to check these boxes to have it ask you if you want to use this ability on a critical hit or on a reaction like an opportunity attack the attack roll is going to be based on your strength you're also going to get these level one spells command compelled duel cure wounds wrathful smite less Divine favor heroism protection from evil and good searing smite Shield of faith and thunderous Smite so this is my spell casting ability based on my Charisma gonna give me a spell save DC of 13 which is spell difficulty class the higher this is the harder it is for the enemy to resist your spells and a plus five to spell attack is going to give you a bonus to melee and range spell attacks improves your chance to hit with certain spells then you're gonna choose a fighting style adopt a particular style of fighting as your specialty these are all going to give you a passive bonus defense you gain a plus one bonus to Armor class which makes you harder to hit while wearing armor dueling when you are wielding a melee weapon that is not two-handed or versatile in one hand and no weapon in the other you deal an additional 2 damage with that weapon great weapon fighting when you roll a one or a two on a damage die for an attack with a two-handed melee weapon that dies re-rolled once and protection when you have a shield impose disadvantage on an attack against your allies when you're within five feet you must be able to see the attacker and that's a reaction so the disadvantage is going to make the attacker have less of a chance to succeed It's Gonna Roll two dice and use the lower value when you hit Level three there's another Health increase you need your third level one spell slot you're gonna get Divine Health the Divine magic flowing within you prevents disease from affecting you so you can't be affected by any diseases anymore you're gonna get two actions Nature's wrath invoke primeval forces to restrain an enemy it can't move misses a lot and it's easy to hit and that lasts for 10 turns it's gonna have a range of 10 feet and its ability to hit is based on the enemy's strength so a strength save it's gonna use an action and a channel oath charge so restrainers cannot move attack rolls which is the rule that determines whether you hit the target or not the attack succeeds if the role matches or exceeds the target's Armor class against the affected entity have Advantage so you roll two dice and use the higher value while the entities attack rolls and dexterity saving throws determines whether a Target resists a spell or condition have disadvantage so it's going to use two dice two die rolls and it's going to use the lower value it's negated by advantage then there's turn the faithless turn nearby Fey and fiends they are forced to flee and cannot come close to you for three turns this condition ends upon taking damage got a range of 30 feet and it's a wisdom save it's gonna use an action and a channel oath charge so turn the affected entity must move away from the creature that turned it it cannot take actions bonus actions or reactions other than Dash or try to escape an effect that prevents movement ends upon taking damage foreign spells which are always prepared so they don't count against your maximum prepared spells speak with animals and in snaring strike ranged so at level four you're gonna get another Health increase and you're gonna get your fourth land hands charge then you're gonna choose your first feet when you hit Level five there's another Health increase your fourth level one spell slot two level two spell slots and you're gonna be able to make an extra attack every turn now can you make an additional free attack after making an unarmed or weapon attack if you gain the extra attack feature from more than one class they don't add together and then you're gonna get five level two spells Aid branding smite lesser restoration magic weapon and protection from Poison then you're gonna get two oath spells Misty step and Moonbeam when you get to level six there's another Health increase and you're gonna get the action Aura of protection you and any nearby allies get a plus zero bonus to saving throws this is permanent and its range is 10 feet the plus zero isn't actually accurate if you back out it's going to show you the real number so here it says you and any nearby allies gain a plus three bonus to saving throws foreign [Music] bonus to saving throws within 10 feet of the spellcaster once you hit Level 7 there's another Health increase you're gonna get your third level two spell slot and you're gonna get the action Aura of warding you and any nearby allies take only half the damage from spells the aura disappears if you fall unconscious the effect is permanent and the range is 10 feet resistant to damage from spells within 10 feet of the spellcaster if you move out of range it's gone never wanted you can get back within 10 feet and he'll have it again at level eight there's another Health increase and you're gonna choose your second feet at level nine you're gonna get another Health increase two level three spell slots the level three spells Warden of Vitality blinding smite Crusaders mantle daylight Elemental weapon remove curse and reviveify and then you're gonna get two spells always prepared protection from energy and plant growth once you hit Level 10 there's another Health increase your fifth lay on hands charge and you're gonna get the action Aura of Courage you and any nearby allies can't be frightened the aura disappears if you fall unconscious the effect is permanent and it has a range of 10 feet the same as the other two when you're within 10 feet of your allies they get this effect Brighton means you cannot move right and entities also have disadvantage on ability checks and attack rolls foreign within 10 feet of the spell Caster when you hit Level 11 you're gonna get another Health increase third level three spell slot and you're gonna get the class feature improved Divine Smite your attacks are suffused with Divine might melee weapon attacks deal an additional one to eight rating damage so with improved Divine Smite this is what it's going to look like at levels one two and three and finally we've got level 12 we're going to get a final Health increase and you're gonna be able to choose your third feet all right guys that's gonna be it for the oath of the ancient subclass for the Paladin my opinion very strong class probably s tier if you guys like what you saw hit the like button down below it really helps me out let me know down below what you guys want to see next and how I can improve as I'm new to making videos and editing trying to get better with each and every video and I'll take any advice I can get anyways guys thanks for watching I'll see you guys next time
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Channel: Omaha
Views: 11,248
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Keywords: baldurs gate 3, baldurs gate iii, baldurs gate 3 builds, baldurs gate 3 paladin build guide, baldurs gate 3 ps5, baldurs gate 3 classes guide, baldurs gate 3 character creation, baldurs gate 3 gameplay pc, baldurs gate 3 walkthrough, bg3 oathbreaker paladin, baldurs gate 3 paladin, baldurs gate, baldurs gate 3 tips, baulders gate 3, baldurs gate 3 gameplay combat, baldurs gate 3 paladin build, baldurs gate 3 tips and tricks, baldurs gate 3 tips combat, paladin guide
Id: gsz-J8Zk1IA
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Length: 10min 50sec (650 seconds)
Published: Sun Aug 13 2023
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