Few classes inBaldur’s Gate 3have the right to be called a magic tank like the Paladin. Capable of taking hits and kicking names, the Paladin is a unique class with the strength to carry any weapon or armor and the skill to cast magic. If you want a class that’s literally good at everything, then look no further.

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Where some classes may suffer from dipping too much into one side or the other (or, in the case of the Ranger, nowhere at all), the Paladin has very few flaws. It’s a solid class for leading a charge or supporting the team. When you go with a Paladin, you’re able to’t go wrong at all. Unless, of course, you’re an Oathbreaker.

Updated Aug 01, 2025 by Alexis Campbell:All subclasses, feats, and spells have been updated to reach level 12 and are up-to-date with the official release.

Oath Of Devotion Tiefling Paladin Levels Up To 3

Paladin Overview

“Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond.”

Although the Paladin Class is technically amelee fighting class,ithas access to spells.These spells givebuffs to themselves and their teammates, making them optimal team members for any adventuring party.

Tiefling Paladin Oath Of Devotion Stands On Nautiloid

Theirbest stats are typically in Strength and Charisma,making them a unique combination compared to other mixed classes like the Ranger and Eldritch Knight Fighter.

With all their features and set-ups required, Paladins can be a littledifficult for beginnersto start with at times, but they’re wellworth the effort you put into them.Adding up the bonuses and unleashing a massive Divine Smite on your enemies has never felt so good.

Tiefling Paladin Player Prepares To Use Divine Smite On Bug Bear

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Tiefling Paladin Player Looks At Spells To Prepare On Level-Up

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Oath Of Ancients Paladin Dwarf In Character Creation Chooses Attributes

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Tiefling Chooses Oath Of Devotion Paladin In Character Creation

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Oathbreaker Knight Speaks To Paladin Who Broke Their Oath

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Oathbreaker Knight Offers Hand To Tiefling Paladin

Ability Score Improvement or Choice of Feat

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Paladin Skills, Proficiencies, And Starting Equipment

Starting out, the Paladin gets blessed with one of the highest growths in Health Points. Theystart with 10 + your Constitution modifier(CON)and increaseevery level with 6 + CON.

Theirskills are a bit on the limited side,but each is incredibly important to have for passive checks in Baldur’s Gate 3. Therefore, you can’t go wrong with your choices.

Thestarting equipment is a little lean,with an iffywarhammerand awooden shieldfor added AC. TheScale Mailis the best part of your starting gearas its high AC is one of the best in the early game, and its unique design changes based on your starting Oath.

However, once you get past the starting area and begin finding new equipment, the Paladinhas proficiency in all armor and weapons.This means you canturn your Paladin into any playstyleyou see fit - a huge opportunity for customization and unique playstyles.

Paladin Class Features

The Paladin’s class features boastextraordinary synergywith one another, offering bonuses and boons thatbalance supportive gameplay with damage output.These all combine relatively nicely with the Paladin’s spells.

Divine Smite is a large part of the Paladin’s build,offering a well of damage to pull from where needed. Of course, thiscompetes for spell slots,but the Paladin’s other spells should primarily be used sparingly and where needed to aid teammates.

A Paladin’s normal position on any team is typically adamage tank first and a supporting healer second.

Divine Sense

Gain advantage on attack rolls against celestials, fiends, and undead through using this class feature as a Bonus Action.

Lay on Hands

Have a pool of healing you can use when you touch an ally. Heal a total of HP up 5 * your Paladin level. Alternatively, spend 5HP of your pool to cure a disease or poison. -4 healing at level 1 & 3 charges

Divine Smite

When you hit an enemy with a weapon attack, expend a spell slot to deal an extra 2d8 Radiant damage + another 1d8 for each spell level cast above the 1st. It does not expend a spell slot if you miss.

Aura of Protection

All allies and yourself gain a bonus to Saving Throws equal to your Charisma Modifier (minimum of 1).

Aura of Courage

You and all allies within 3m of you while you’re conscious cannot be Frightened.

Deal an additional 1d8 Radiant damage when using Divine Smite.

Paladin Spells

The Paladin spellcasting class is entirely unique (unlike other melee-magic mixed classes).Ithas its own spell list. Much like the Sorcerer and Warlock, Paladins areCharisma-based spellcasters.This means:

Like the Cleric, Paladins areprepared casters.However, their prepared spells mechanic is unique because thePaladin’s allowance of prepared spells is no longer based on their Charismabut insteadbased on their level.

1 Action

Y

Give 1d4 bonus to up to three creatures' saving throws and attack rolls.

Command a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions.

1 Bonus Action

On a failed Wisdom save, a creature is forced to attack you and no one else.

N

Heal a creature you can touch by 1d8 + your spellcasting modifier.

Select one creature. That creature has 5 temporary HP at the start of each of their turns and immunity to the Frightened condition. Lasts 10 turns.

Protection from Good and Evil

Protect one creature against being Charmed, Frightened, or possessed by an aberration, celestial, elemental, fey, fiend, or undead. These creatures also have disadvantage on attacking rolls against the target.

Grant +2 AC to a creature of your choice within 18m that you’re able to see.

Weapon deals an extra 1d6 Fire damage. On a failed Constitution save, the target takes 1d6extra Fire damageat the start of their turn until they succeed or die.

Weapon deals an extra 2d6 Thunder damage. On a failed Strength save, the target is knocked 3m back and Prone.

Weapon deals an extra 1d6 Psychic damage. On a failed Wisdom save, the target is Frightened for 2 rounds.

Choose 3 creatures within range and increase the targets' current and maximum HP by 5.

Remove one disease or condition from a creature.

Touch a creature to alleviate all poison effects and grant it advantage on saving throws against poison and resistance against Poison damage.

Weapon deals an extra 2d6 Radiant damage. When struck, the target is illuminated on a failed Constitution save.

Your weapon takes on the magical property, receiving a +1 bonus to hit and damage rolls.

Create an aura that allows you or a nearby ally within 9m to heal 2d6 as a bonus action each turn for 10 turns.

Radiate power to allow allies and yourself to deal an additional 1d4 Radiant damage when making weapon attacks for 10 turns.

Enchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius.

Deal an additional 3d8 Radiant damage with weapon attacks for 10 turns and Blind your target on a failed Constitution save.

Your weapon takes on a magical property that deals an extra 1d4 of a damage type of your choice: acid, cold, fire, lightning, or thunder.

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Paladin Subclass: Oath Of The Ancients

“Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice.”

The Oath of the Ancients is asupporting subclassthat enjoys nature and assisting others. Theirtenets are:

Kindle the Light

“Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.”

Shelter the Light

“Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.”

Preserve Your Own Light

“Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.”

Breaking these tenets will make you an Oathbreaker.Known actions that break the tenetsare:

Channel Oath: Healing Radiance

Heal yourself and nearby allies for HP equal to 5 + your Paladin level (~). Regain the same amount at the start of your next turn. Level 12: Heal for 18HP and regain the same amount at the start of your next turn.

Channel Oath: Turn the Faithless

Turn fey and fiends nearby on a failed Wisdom save. They must flee and cannot come closer to you for 3 turns.

Upon choosing this Oath, you will receive theability to cast “Healing Radiance.“This will heal all allies nearby. Additionally, you will get a set ofOath-specific spells at certain levels.

Can speak and interact with animals until your next Long Rest.

While firing a ranged projectile, cast this spell to deal an extra 1d6 + your Wisdom modifier. On a failed Strength save, the creature becomes Ensnared and is dealt 1d6 Piercing damage at the start of each of its turns.

Call down a beam to deal 2d10 Radiant damage. Any creature that enters the beam or starts its turn inside it takes damage. Use an action to move the beam each turn.

Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.

Gives resistance to Fire, Cold, Acid, Lightning, or Thunder damage on a touched creature.

Paladin Subclass: Oath Of Devotion

“Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good.”

The Oath of Devotion subclass leans a little more toward thewhite knight stereotypeof the paladin - the more well-known subclass. It leans more towardraw damage output and smiting the evil and wicked.

Never fear to act, though caution is wise.

Be Compassionate

Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Be Dutiful

Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Deviating from these tenets will make you an Oathbreaker.Known actions that break these oathsare:

Channel Oath: Holy Rebuke

As a bonus action, you or an ally’s attacks deal +2 Radiant damage and can Daze enemies for 1 turn.

Channel Oath: Turn the Unholy

Frightens the fiends and undead. While Turned, they cannot make actions and must spend their turns fleeing you.

Ward a creature against attacks. Until that creature makes an attack against another creature, they cannot be specifically targeted by enemies.

Create a soundproof sphere 6m across within 18m of the spellcaster. Inside, all creatures within are Silenced and immune to Thunder damage.

When healed, all allies regain the maximum amount of HP. They also gain advantage on WIS saving throws and Death Saves.

Touch a creature to remove a curse actively affecting it.

Paladin Subclass: Oath Of Vengeance

“The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin… To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.”

Much like the Oathbreaker Paladin, the Oath of Vengeance is afear-based subclass.Itcontrols the battlefieldthrough tricky spells and class features thathinder the movement and retreat of enemies.

Their tenets are:

Fight the Greater Evil

Identify the higher morality in any instance with your great wisdom. Fight for it.

No Mercy for the Wicked

Wipe out villainy’s blight on the world permanently.

A few known ways tobreak your oathas an Oath of Vengeance include:

Channel Oath: Inquisitor’s Might

Channel Oath: Abjure Enemy

Frighten an enemy on a failed Wisdom save. Fiends and undead have Disadvantage.

Channel Oath: Vow of Enmity

Gain Advantage on Attack Rolls against a specified enemy as a Bonus Action.

Select 3 enemies and inflict 1d4 penalty to ability checks and saving throws for duration.

Mark a creature to deal an extra 1d6 Slashing damage whenever you strike it with a weapon attack. If the creature dies before the spell ends, spend your Bonus Action to move the mark without expending another spell slot.

On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions.

You or an ally becomes Hastened, gaining an action, momentum, and increased AC.

Hidden Paladin Subclass: Oathbreaker (Breaking Your Oath)

“An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.”

When you break an Oath, you’ll bevisited by the Oathbreaker Knight at your camp. Speak with him, and you’ll be given a choice:

Repenting takes a1,000 gold investment, so if you don’t have the money, you can become an Oathbreaker in the meantime and repent later.

For those creatures of the most egregious of nature, you’ll be able to embrace the darkness. Oathbreakers areviolent, aggressive melee fighterswith twisted spells in their retinue.

Channel Oath: Spiteful Suffering

Target takes 1d4 Necrotic damage at the start of each of its turns and Attack Rolls against that creature have Advantage (only on a failed Charisma save).

Channel Oath: Control Undead

Gain control over a lower-leveled undead on a failed Wisdom save, making it your follower and ally until your next Long Rest.

Channel Oath: Dreadful Aspect

Frighten nearby enemies within 9m for 2 turns on a failed Wisdom save.

Aura of Hate

You and all nearby fiends and undead within 3m gain an additional 2 damage to melee weapon attacks.

1 Action (Delayed)

The next time you take damage, inflict 2d6 Fire damage on your attacker. They take half as much on a successful Dexterity save.

On a failed Wisdom save, turn one enemy against their allies by having it attack the creature closest to it.

Create a mystical cloud of darkness that obscures and blinds all within. Ranged attacks cannot be made in or out of it.

Curse a creature you can touch. You can curse them with your choice of disadvantage on a type of saving throw or attack rolls, the possible loss of their next turn, or to deal 1d8 extra necrotic damage each time you strike it with an attack or spell.