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'''Oath of the Ancients''' is one of the [[Paladin#Level 1|Subclasses]] of [[Paladin]]. These Paladins have a deep connection with the natural world and the light within it. | '''Oath of the Ancients''' is one of the [[Paladin#Level 1|Subclasses]] of [[Paladin]]. These Paladins have a deep connection with the natural world and the light within it. | ||
Revision as of 19:29, 22 July 2024
Oath of the Ancients is one of the Subclasses of Paladin. These Paladins have a deep connection with the natural world and the light within it.
Oath
Subclass Features
This subclass obtains all the features from its base class, Paladin, in addition to its unique features outlined below.
Level 1
- Here is the full text of the Oath of the Ancients. For more details, see Oaths and Oathbreaking.
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.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
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- Channel Oath
- Heal yourself and all nearby allies for Proficiency Bonus + Paladin Level + Charisma Modifierhit points hit points. Regain another Proficiency Bonus + Paladin Level + Charisma Modifierhit points hit points next turn.
Level 3
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- Channel Oath
- Invoke primeval forces to restrain an enemy. Attacks on restrained enemies have Advantage
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- Channel Oath
- Channel your Oath using ancient words to nearby Fey and Fiends.
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Level 5
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Level 7
- You and any nearby allies have Resistance to damage from spells. The aura disappears if you fall Unconscious.
Level 9
- Oath Spells
- You gain additional spells from your oath. They are Always Prepared.
Oathbreaking Actions
This section details actions which will cause the player to break the Oath of the Ancients
Global
- Killing someone non-hostile, even by "accident" (e.g., an NPC steps into an area-of-effect spell, such as Moonbeam or Spike Growth, and dies). This includes the petrified drow in the underdark
- Actions that guards do not like, or add the "Witness" status, appear to cause a broken Oath; even attacking Duergar after telling the Deep Gnomes you'll free them in Grymforge has caused this.
- Note that starting combat via conversational choices rather than attacking directly does seem to mitigate this most of the time.
- Shoving someone to their death also counts as breaking the oath. This sometimes also includes evil characters such as Assassins of Bhaal in the arena where you fight Orin.
Act 1
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Revealing the location of the grove to Minthara, even if you plan on luring her there to defend the grove
- Attacking the Tieflings guarding Lae'zel's cage by any means, including through dialogue, even if you knock them out
- Prodding the wing of the Exhausted Bird
- Using Bitter Divorce to raise Mayrina's Husband from the dead after defeating Auntie Ethel
- Attacking Auntie Ethel in her house prior to initiating dialogue
- Taking Auntie Ethel’s deal to trade one of your eyes for a cure.
- Taking Auntie Ethel's deal once she surrenders will break your Oath regardless of if you convince her to free Mayrina or not
- Siding with Sovereign Glut to defeat Sovereign Spaw
- Killing the Owlbear Cub after killing his mother
- Choosing to attack Halsin/ leaving him to the mercy of the goblins when in his bear form
- Killing Anders (the imposter Paladin of Tyr at The Risen Road Toll House) without first talking with him, even if a fight began due to a failed pickpocket.
Spoiler warning! This section reveals interactions with The Dark Urge.
Act 2
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Turning the mechanism of the Moonlantern when first talking to Dolly Dolly Dolly, causing her pain
- Calling Madeline a coward for the Punish the Wicked quest
- Convincing Madeline to stab herself once during the Punish the Wicked quest
- Forcing the Zhent smuggler to jump off the docks in Moonrise Towers
- Choosing to let Minthara have her mind wiped by Questioner Jasin and Questioner Sumera
Spoiler warning! This section reveals interactions with The Dark Urge.
- Giving in to the Urge to step on and kill Steelclaw in Moonrise Towers
Act 3
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- Forming an alliance with Gortash before his coronation.
- Freeing the vampire spawns in Cazador's Dungeon is seen as an act against nature, breaking the oath
- Ascending Astarion in Cazador's Dungeon.
- Feeding the Mind Flayer in the Rivington Abandoned Windmill during Feed the Mind Flayer
- Killing the Archivist in the House of Hope
- Killing the Strange Ox
- Giving Wulbren's head to the guard during Deal with the Gnomes
- Letting Viconia go after defeating her in House of Grief (Shadowheart in party)