Oath of Vengeance Paladin - All Spells And Abilities - Baldur's Gate 3 Subclass Guide

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I'm Vengeance hey guys Omaha here today I'm going to be showing you everything you get for the oath of Vengeance Paladin for levels 1- 12 fueled by the oath you swore to uphold Justice and righteousness you are a Beacon of Hope in dark times as a paladin you get weapon proficiencies and simple weapons and Marshall weapons this adds your proficiency bonus to attack rolls with those weapon types basically making it easier to hit in order to hit an enemy your attack roll has to match or exceed the target's Armor class you also get armor proficiencies in light armor medium armor heavy armor and shields so when you're wearing these armor types it's not going to impose a disadvantage on your attack roles or prevent you from casting spells as a paladin you'll get two actions lay on hands being the first use your blessed touch to heal a creature or cure of all diseases and poisons no effect on Undead and constructs so with L hands you're going to get three actions and these are fueled by L hands charges these are recharged once per long rest and you're going to start out with three of those so your first action is Lan hands greater healing which does your Palin's level time four healing so level one 1 * four is four level 12 it'd be 48 healing and be your hands with divine power to heal a Target this uses two charg es here's what it looks like the second one is land hands lesser healing this does your Palin's level time 2 so 1 * 2 is 2 at level one then at level 12 it' be 24 it looks the same and it uses one Lon hands charge and then finally you have L hands cure and your hands with divine power to cure all diseases and poisons affecting a creature this will use two charges Shadow heart somehow got poisoned so I'll use Layon hands cure on here then you'll also get Divine sense gain advantage on attack rolles against celestials fiends and Undead for two turns an advantage is going to roll two dice and use the higher value and this is a bonus action here's Define sense you use this once per short rest so now I have advantage on all my attacks against Undead and fiends and celestials and then you'll start off with one channel oath charge this is used to fuel certain actions unique to your subass and it's replenished on a short or long rest then you'll move on to choose your subass so for the video I'm choosing oath of Vengeance you've set aside even your own Purity to write wrongs and deliver Justice to those who have committed the most Grievous sins this will grant you the action inquisitor's might you earn allies weapon attacks deal an additional two radiant damage and can da enemies for one turn so this damage that you get is actually your charisma modifier So currently with a Charisma of 15 it's plus two when I apply my ability points I'll get it even higher and here I've put my Charisma up to 16 and now you'll see it says additional three radiant damage so dazing they'll have disadvantage on wisdom saving throws they can't take reactions and they'll lose their dexterity bonus to their Armor class and that's removed if an ally helps the creature so this buff will last on you or your ally for two turns and it uses a bonus action and one channel oath charge it's going to use my bonus action and my one channel oath charge that I have now so now I'll deal additional three radiant damage originally I was doing 4 to 13 damage now it's 7 to 16 and there's the three radiant damage plus the eight normal damage and for the oath of Vengeance here are your tenants so they abide by the following tenants fight the greater evil exerting your wisdom identify the higher morality in any given instance and fight for it No Mercy For The Wicked chasing those who dull out their villainy by wiping their blight from the world forever this is where you'll move on to apply your ability points strength is considered the most primary ability for this class that affects your weapon damage and all that but Charisma is very important too because that's going to affect some of your abilities as a paladin like inquisitors might charisma's also going to be your spell casting ability so that's going to influence how many spells you can prepare and it's basically going to be your Paladin's level plus your charisma modifier so with plus three at level one that would be four spells prepared level two that would be five and so forth you'll then go on to choose your skill proficiencies being able ble to choose two from Athletics religion Insight medicine intimidation and persuasion once you at level two you'll see your first increase to your health you'll get your first two level one spell slots which are restored on a long rest then you'll get three actions all different variants of divine Smite so there's Divine Smite weapon damage which adds 2 to 16 radiant damage to your existing weapon damage when you use this it also deals an additional 1 to eight radiant damage to fiends and Undead if you miss it's not going to use your spell slot and it uses a level one spell slot there's also the reaction version so it's the same effect but it's on a reaction and then there's the critical version which is the same effect again but it's on a crit hit so here with Divine Smite you'll see it takes my long swords weapon damage which is 4 to 13 and it adds 2 to 16 radiant damage on top of that and since this guy's Undead it it'll add an additional 1 to eight so that's 6 to 29 normally and with this extra 1 to8 that's going to be 7 to 37 damage so here's what that looks like and when you upcast divine Smite it's going to add another 1d8 to the radiant damage capped at 5 d8 at level four so that'll be 5 to 40 extra radiant damage and then if you pull up your reactions page on PC you press L on the keyboard uh I don't know how to do it on Console but you go to your Spellbook and then reactions so here's Divine Smite on critical hit you can turn this on and off Al together uh I would leave it on and then I would also take the ask boox so normally without the ask boox on it's going to apply Divine Smite automatically anytime you get a crit hit if you click ask you get a crit and then it'll pop up asking you if you want to apply this afterwards so it's good to have the option to choose not to do it if you don't want to Overkill the enemy there's also the reaction which I would also turn on and ask so if you do an opportunity attack again if this is unticked it'll automatically Divine Smite when you opportunity attack but you can click ask so then it'll ask you if you want to use your opportunity attack and then it'll also ask you if you want to do Divine Smite so that's just how that works you also gain access to these level one spells command compel duel cure wounds wrathful Smite bless Divine favor heroism protection from evil and good searing Smite Shield of faith and thunderous Smite and then you'll choose a passive so adopt a particular style of fighting as your specialty there's defense where you add a plus one bonus to your armor class while you're 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 two damage with that weapon so that's if you're wielding a one-handed weapon you can carry a shield in your free hand and still gain this bonus great weapon fighting when you roll a one or a two on a damage di for an attack with a two-handed melee weapon that die is rerolled once and then protection when you have a shield imposed disadvantage on an attack back against your allies when you're within 5 ft you must be able to see the attacker so that's going to roll two dice and use the lower value and then you'll be able to prepare five spells and again this is dependent on your charisma modifier so it's your Paladin level which for me is two plus my Charisma modifier which is plus three and that's how I get five once you get to level three your Health's going to go up you get your third level one spell slot and the class feature Divine Health the Divine magic flowing within you prevents disease from affecting you so you can't be affected by poison or any disease like that anymore then you'll get two actions the first one being abjure enemy frighten an enemy they'll have disadvantage on ability checks and attack roles and they cannot move so on top of not being able to move they're going to have a way harder time hitting you because it's going to roll two dice and use the lower value fiends and Undead have disadvantage on the saving throw and that's a wisdom saving throw so you're going to have a way easier time Landing this on fiends and Undead and then they'll be frightened for three turns and this is going to use a channel oath charge so here's abjure enemy here's the range of it it's actually pretty big range so now he's frying he's not going to be able to move he basically just ends his turn if he was a ranged attacker he could still shoot his bow or whatever but since he doesn't have one he can't do anything and then you'll get vow of enmity gain advantage on attack rolls against an enemy for 10 turns so that's going to roll two dice and use the higher value this uses a bonus action and a channel oath charge and here's vow of enmity so now I've got Advantage for 10 turns on this guy then you'll get two oath spells that are always prepared so they don't count against your prepared spells over here and those are Bane and Hunters Mark and then you can prepare six spells once you get to level four your Health's going to go up again you'll get your fourth L hands charge and then you'll be able to choose your first feet and some of the ones I recommend Savage attacker is always amazing so when you use a melee weapon attack it's going to roll your damage die twice and use the highest result Sentinels really good on paladins when you're within melee range of an enemy and they attack an ally you can use a reaction to attack them also you get advantage on opportunity attacks and when you hit a creature with an opportunity attack it can't move for the rest of its turn so they're going to have a really hard time getting away from you ability improvements always good pretty much on any class also lucky is also really good on pretty much every class rate weapon Master can be pretty good if you land a crit or kill an enemy with a melee weapon attack you can do another attack that turn is a bonus action and also attacks with a melee weapon you're proficient with and you're wielding in both hands can deal an additional 10 damage at the cost of a minus5 attack roll penalty and if you can offset that minus five attack roll penalty so you're always hitting it's going to be really good the nice thing about this too is you can togg it on or off if you don't want it in a certain battle but for me I would probably choose s attacker or Sentinel first maybe even ability Improvement and then you can prepare seven spells once you get to level five your Health's going to go up again you'll get your fourth level one spell slot and your first two level two spell slots then you get the class feature extra attack you can make an additional free attack after making an unarmed or weapon attack and if you get this from more than one class it doesn't add together this lets you attack twice per action basically you get the level two spells Aid branding Smite lesser restoration magic weapon and protection from Poison and then you'll get two always prepared oath spells hold person and Misty step and then you'll be able to to prepare eight spells once you get level six your health will go up again and you'll get the class action Aura of protection you and any nearby allies get a plus Charisma modifier bonus to saving throws it says plus zero in here for some reason but it's going to be a Charisma modifier so right now that' be plus three for me and that effect is permanent so once you cast this it's always up so here's our protection here's the range of it so when you cast it you don't have to be near your allies initially to use it you can just use it wherever so that shows that I have the effect or a protection and when I'm in a range of Shadow heart she will have it if she leaves my range she'll lose it so as long as you're close to your allies it'll be in effect and then you will be able to prepare nine spells moving on to level seven your health will go up you'll get your third level two spell slot and the subass feature Relentless Avenger if you hit an enemy with an opportunity attack your movement speed increases by 15 ft on your next turn and then you'll be able to prepare 10 Spells at level eight you get that Health bump you'll be able to choose your second feet and then you can prepare 11 spells moving mov on to level 9 you'll get your health increase again your first two level three spell slots and the level three spells awarded of Vitality blinding Smite Crusaders mantle daylight Elemental weapon remove curse and revivify and then the oath spells that are always prepared haste probably the best spell in the game and protection from energy and then you can prepare 12 spells once you hit Level 10 you get the health bump like usual your fifth BL hands charge and the class action Aura of Courage you and any nearby allies can't be frightened the aura disappears if you fall unconscious and this effect is permanent so this one works the same as the other one basically you cast it and then you forget about it and the same thing if you move within range they'll have the effect you move out of range they lose the effect and then you can prepare 13 Spells at level 11 your Health's going to go up you get your third level three spell slot and the class feature improve Divine Smite your attacks are suffused with Divine might melee weapon attacks deal an additional 1 to8 radiant damage and this is always active you don't have to cast it or anything like that any melee weapon attack is going to deal additional damage and any crit will deal an additional 2 to 16 radiant damage this also works with normal Divine Smite so using that this is going to add on to that as well so improv Divine Smite if I just swing with a normal weapon attack it did seven slashing damage and three radiant damage and then additional 1 to eight radiant damage is going to be reflected in the tool tip thing when you select any attack like if you're highlighting main attack it shows it right here or even your spells like Divine Smite it shows it right there uh wrathful Smite you'll see it in there so it factors it into the total damage number and then you can prepare 14 spells and finally when you get to level 12 you get your last Health increase you can prepare 15 spells and then you'll choose your third and final feat and that is everything for the oath of Vengeance Paladin in balers Gate 3 if you guys enjoyed this video hit that like button subscribe if you guys want to see more content like this suggest some more stuff for me to do down in the comments and thank you guys so much for watching I'll see you next time
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Channel: Omaha
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Keywords: baldurs gate 3 paladin guide, baldurs gate 3 paladin, baldurs gate 3, bg3 paladin build, bg3 oathbreaker paladin, bg3 oathbreaker, baldurs gate 3 oathbreaker, bg3 paladin guide, bg3 paladin, bg3 class guide, baldurs gate 3 class guide, paladin subclass, baldurs gate 3 paladin class guide, baldurs gate 3 paladin multiclass, baldurs gate 3 builds, paladin guide, oath of venge, oath of vengeance paladin, oath of vengeance paladin baldurs gate 3, oath of vengeance paladin bg3
Id: mQuWU7Ol0do
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Length: 11min 53sec (713 seconds)
Published: Sat Nov 18 2023
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