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Oath of Vengeance: Difference between revisions
(Act 3 oath breaking action) |
(It seems that neither killing nor releasing the spawns is oath breaking for Vengeance, but simply leaving is) |
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* Telling [[Aradin]] that [[Dame Aylin|The Nightsong]] is in your camp. | * Telling [[Aradin]] that [[Dame Aylin|The Nightsong]] is in your camp. | ||
* Letting [[Viconia DeVir]] live after the battle at the House of Grief during [[Shadowheart]]'s personal quest. | * 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.}} | * 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.}} | |||
== External links == | == External links == |
Revision as of 22:22, 14 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.
Level 1
Channel Oath
Use your oath to use the following ability:
- Radiant damage equal to your Charisma modifier (minimum 1) and can enemies 2 turns : You or an ally's weapon attacks deal an additional
Level 3
Channel Oath
Use your oath to use one of the following abilities:
- an enemy. They'll be easier to hit and cannot move. Fiends and undead have Disadvantage on this Saving Throw. : Use an Action to
- Advantage on Attack Rolls against an enemy. : Gain
You gain additional spells from your oath. They are Always Prepared.
Level 5
You gain additional spells from your oath. They are Always Prepared.
Level 7
- 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.
Level 9
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.*
- 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.
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.