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You fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature.
Oath
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.
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:
- Proficiency Bonus + Paladin Level + Charisma Modifierhit points hit points. Regain another Proficiency Bonus + Paladin Level + Charisma Modifierhit points hit points next turn. : Heal yourself and all nearby allies for
Level 3
Channel Oath
Use your oath to use one of the following abilities:
- Advantage : Invoke primeval forces to restrain an enemy. Attacks on restrained enemies have
- nearby Fey and Fiends. : Channel your Oath using ancient words to
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
- 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
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
Act 1
- Torturing the prisoner in the goblin camp, even if you want to free him with this
- As Dark Urge, choosing to break Pandirna's legs
- Prodding the wing of the Exhausted Bird
- Using Bitter Divorce to raise Mayrina's Husband from the dead after defeating Auntie Ethel
- 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
- Actions that guards do not like, or leave the "Witness" status, appear to cause a broken Oath, (even attacking Duergar after telling the Deep Gnomes you'll free them in Grymforge caused this). Noting 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.
- Killing someone non-hostile, even by "accident" (i.e. an NPC steps into an area-of-effect spell such as Moonbeam/Spike Growth and dies)
Act 2
- Calling Madeline a coward for the Punish the Wicked quest.
Act 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 pact.