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	<title>炎上まとめwiki - 利用者の投稿記録 [ja]</title>
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	<updated>2026-05-11T00:19:28Z</updated>
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		<id>https://plamosoku.com/enjyo/index.php?title=All_Baldur_s_Gate_3_Ranger_Subclasses_Ranked&amp;diff=1656509</id>
		<title>All Baldur s Gate 3 Ranger Subclasses Ranked</title>
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		<updated>2025-09-15T08:01:58Z</updated>

		<summary type="html">&lt;p&gt;DwightDesir3277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;Each of [https://Www.Baldursgate3Fans.com/ Baldur's Gate 3 classes guide] Gate 3 's nine classes offers a different gameplay experience, providing the character different combat and exploration capabilities. The Ranger class specializes in navigating the wild, utilizing a mix of martial combat bonuses and divine magic similar to the magic Druids use . Rangers choose a favored enemy and terrain, gaining bonuses based on their choices and allowing them to further customize their build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ranger subclasses in Baldur's Gate 3 allow the Ranger to gain additional abilities inspired by the Ranger's core concept as a Scout that hunts dangerous foes and has a deep understanding of the natural world. The Beast Master subclass allows them to acquire an Animal Companion to aid them in battle, the Hunter chooses a specialization to aid them in taking down their chosen foes, and the Gloom Stalker learns to steel their mind against mind-altering effects and strike at their foes from the shadows. Rangers select their subclass at level Three. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Updated on April 24th, 2025, by Thomas Hawkins: With the release of [https://Www.Baldursgate3Fans.com/ Baldur's Gate 3 strategy] Gate 3 Path 8, every class has gained access to a new subclass. In the Ranger's case, they can now select Swarmkeeper, commanding swarms of fey spirits in the shape of various creatures to aid them in battle. From legions of Bees, to Clouds of Jellyfish, to Flurries of Moths, the Swarmkeeper excels at using their swarm of choice to damage and weaken their foes. This guide has been updated to explain the Swarmkeeper subclass and provide advice on equipment and multiclassing combos that perform especially well with their abilities. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Hunter subclass allows the player to choose a &amp;quot;Hunter's Prey&amp;quot; ability, granting them a combat benefit that helps them against certain foes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;After reaching level seven, the Hunter gains one of several &amp;quot;Defensive Tactics&amp;quot; features. These each provide, as the name suggests, defensive benefits when facing certain situations. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 11, the Hunter gains &amp;quot;Volley&amp;quot; and &amp;quot;Whirlwind Attack.&amp;quot; Volley allows them to rain attacks on multiple foes with a ranged weapon, while Whirlwind Attack lets them spin and strike all foes around them in melee. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Hunter Subclass gains some powerful once-per-turn effects through Hunter's Prey, which could benefit other martial classes like the Fighter and Paladin. Multiattack Defence could be really helpful on a tanky character when facing powerful foes later in the game. Monks can also benefit greatly from abilities like Giant Killer and Colossus Slayer, as long as there is a weapon in their main hand. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Swarmkeeper Ranger subclass allows the Ranger to forge a connection with a swarm of fey spirits , which take the form of either Bees, Jellyfish, or Moths. This swarm provides them with movement and combat benefits, allowing them to weaken foes with status effects, reposition more easily, and apply extra damage to their attacks based on the Swarm's form. At third level, you choose between one of three swarm types: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;After landing an attack, the Swarmkeeper may choose to activate one of the abilities listed in the table above, based on their Swarm, or teleport up to 5m/17ft away. None of these effects spend an action, bonus action, or reaction. Third level Swarmkeepers also gain the Mage Hand and Faerie Fire spells, which are always prepared. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At fifth level, Swarmkeeper Rangers gain the Web spell, which is always prepared. At seventh level, the Swarmkeeper gains three charges of Writhing Currents per long rest, which can be spent along with a bonus action to fly 9m/30ft and gain immunity to surface effects. They gain an extra Writhing Currents charge at ninth level, along with the Gaseous Form spell, which is always prepared. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At eleventh level, you gain Mighty Swarm, which increases the bonus damage from the Swarm's damage effect to 1d8 of the appropriate damage type. It also boosts your AC by 2 for a turn after using the teleport ability, and adds extra effects to the utility ability as shown in the table below: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In terms of multiclassing, the Swarmkeeper Ranger pairs very well with Thief or Assassin Rogues , the former being particularly useful in a dual-wielding build while the latter performs better if you're using a ranged weapon. A few fighter levels for Action Surge and Second Wind can also be very strong on any Ranger. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Swarmkeeper Ranger performs especially well with the Sparkstruck set if using the Cloud of Jellyfish Swarm. Grab the Joltshooter, Jolty Vest, Speedy Lightfeet, Sparkswall, and the Real Sparky Sparkswall for an excellent early-game set that'll let you dish out tons of extra lightning damage. The Blast Pendant will pair well with certain Ranger spells to dish out some extra damage with this setup too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Ring of Mental Inhibition is a great addition to your gear as a Swarmkeeper too. It'll apply mental fatigue on your enemy whenever they fail a saving throw, which makes them worse at Wisdom, Intelligence, and Charisma saving throws until they fail one. Failing deals psychic damage to them and removes all stacks of mental fatigue. By pairing this with the Braindrain Gloves, the Strange Conduit Ring, and either the Sword of Screams or Voss' Silver Sword, you can dish out a decent amount of damage. If you're playing as a Githyanki, you can also make use of the Psionic Ward Armour and Boots of Psionic Movement to further empower this setup. The main downside to this is that there aren't many ways for Rangers to force Wisdom, Intelligence, or Charisma saving throws, so you'll need to rely on other members of your party to detonate the mental fatigue stacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;One excellent Act 3 option would be the full Bhaalist set, especially the Bhaalist Armor and its ability to make nearby foes vulnerable to piercing, which pairs well with the piercing damage inflicted by the Legion of Bees. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Beast Master subclass gains the ability &amp;quot;Summon Companion,&amp;quot; allowing them to call forth a number of different animal companions to aid them in combat. These animal companions are considerably stronger than those summoned by the &amp;quot;Find Familiar&amp;quot; spell. All Companions have the &amp;quot;Prey's Scent&amp;quot; ability, which causes them to deal 1d6 extra damage to a creature marked by the Beast Master's &amp;quot;Hunter's Mark&amp;quot; spell. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Summon Companion and Find Familiar can be used together, allowing Beast Masters to have two animals aiding them at once (though Familiars are substantially weaker in combat and are better suited to exploration.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level five, a Beast Master gains &amp;quot;Companion's Bond,&amp;quot; adding their proficiency bonus to the damage rolls and AC of their Animal Companion. This also causes each animal companion to gain more HP and higher AC, along with some new abilities, as shown in the table below: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level seven, &amp;quot;Exceptional Training&amp;quot; lets their Animal Companion dash, disengage, or help allies as a bonus action. At level 8, Animal Companions gain more HP and higher AC again. Finally, level 11 adds &amp;quot;Bestial Fury,&amp;quot; giving their Animal Companion an extra attack. This level also comes with a final set of upgrades for each Animal Companion, as shown below: &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All Animal Companions recieve a final boost to their HP and AC at this level too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since the Beast Master Subclass gets its strongest features at level 11, it is typically ill-suited to multiclassing. That said, players could take a level in Fighter to gain an extra fighting style, or a level in Barbarian for access to Rage (though Raging will prevent the Ranger from casting or concentrating on spells.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gloom Stalkers are ambush specialists and gain abilities as they level up to aid in exactly that. At level three, they get the abilities &amp;quot;Dread Ambusher,&amp;quot; &amp;quot;Dread Ambusher: Hide,&amp;quot; &amp;quot;Umbral Shroud,&amp;quot; and &amp;quot;Superior Darkvision.&amp;quot; The first of these allows them a +3 bonus to initiative rolls while also letting them move 3m further and deal an extra 1d8 damage on the first turn of combat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Dread Ambusher: Hide&amp;quot; simply allows them to hide as a bonus action. &amp;quot;Umbral Shroud&amp;quot; allows them to become invisible as an action as long as they are obscured. &amp;quot;Superior Darkvision&amp;quot; allows the Gloom Stalker to see up to 24m in darkness without issue. They also automatically learn &amp;quot;Disguise Self&amp;quot; as a first level spell. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level five, they learn &amp;quot;Misty Step&amp;quot; as a second level spell, allowing them to teleport as a bonus action for better maneuverability. Level seven grants them &amp;quot;Iron Mind,&amp;quot; giving them proficiency in intelligence and wisdom saving throws. Level nine allows them to access &amp;quot;Fear&amp;quot; as a third level spell, helping them to render foes vulnerable to attack and prevent them from moving. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 11, Gloom Stalkers get &amp;quot;Stalker's Flurry,&amp;quot; allowing them to perform another weapon attack if their attack misses (Once per Turn). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Gloom Stalker's affinity for ambush makes them a natural fit for multiclassing with Rogues, allowing them to add Sneak Attack damage to their excellent damage output. Mixing in Fighter for Action Surge and a second Fighting Style can also be beneficial. While there's a certain amount of overlap in their kits, Shadow Monks can also be a good multiclass choice for the Gloom Stalker. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Where equipment is concerned , Rangers should seek out the &amp;quot;Speedy Reply&amp;quot; scimitar in Act 1 (found on a dead caravan agent near Flind) or the &amp;quot;Thorn Blade&amp;quot; Scimitar sold by Dammon in Act 2. These two can be very effective during the first two acts, though the Thorn Blade's poison damage is unfortunately resisted by quite a few foes. The Justiciar's Scimitar (found in the Gauntlet of Shar during Act 2) is also an excellent pick that synergizes well with the Gloom Stalker's stealth tactics. During Act 3, players can track down Belm, a returning weapon from [https://Www.Baldursgate3Fans.com/ Baldur's Gate 3 Fan site] Gate 2, which is an exceptional weapon that can turn your bonus action into an extra attack and is thus excellent for builds that aren't dual-wielding. It has some unique synergy with certain weapons when held in the off-hand, which are discussed in the Act 3 section. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since Rangers have proficiency with all martial weapons, they can achieve a ton of flexibility by using finesse weapons. Along with the usual suspects (Daggers, Shortswords, Scimitars, and Rapiers), there are also three unique finesse weapons in the game from weapon types that aren't usually finesse weapons. These are   Phalar Aluve  (longsword, Act 1, in the Underdark), Larethian's Wrath (longsword, Act 1, sold by the trader in the Githyanki Creche), and The Dancing Breeze (Glaive, Act 3, sold by Exxvikyap in Rivington.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For ranged combat, players should pick up the   Spellthief  bow from Arron at the Druid Grove, allowing them to restore a first level spell slot the first time they land a critical hit each short rest. This can be helpful during the early-game where spell slots are few.   The Joltshooter  longbow can also be found in Act 1, as a reward for rescuing Councilor Florrick at Waukeen's Rest, and allows the Ranger to build up lightning charges and dish out extra damage with their attacks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you're aiming for a ranged Ranger build, you'll want to pick up some of the powerful ranged weapons the game has to offer. Early on, your best longbow options are the Spellthief, Joltshooter, or Titanstring Bow (the latter is only useful if you have high strength too, but it can deal incredible damage if you do.) Your best early shortbow options are the Hunting Shortbow, Bow of the Banshee, or Darkfire Shortbow. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As mentioned briefly in the previous section, Rangers can get hold of the exceptional scimitar &amp;quot;Belm&amp;quot; in Act 3. This can be found in Jaheira's Basement, under Elerrathin's Home in the Lower City. Belm is a legendary scimitar that can perform Whirlwind Attack, making an attack against all enemies within range, as an action once per short rest. The wielder can also perform an extra attack as a bonus action, which calculates its attack and damage modifier using the stats of the weapon in the wielder's main hand. This makes it tremendously powerful when used in conjunction with a main-hand weapon that deals more damage, like Phalar Aluve or Larethian's Wrath. If focusing on strength over dexterity but still using the dual-wielder feat, you could use the Nylruna trident (obtained by winning the jackpot from Akabi at the carnival, getting teleported to the jungle, and then picking the lock on the chest near the portal back to the Carnival) or Voss' Silver Sword (stolen from Kithrak Voss via pickpocketing or murder) in the main hand to great effect. The aforementioned trident is also excellent for adding some range to a Strength-focused Ranger Build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The best bow for the late game is, naturally, t he legendary Gontr Mael, though the Dead Shot is another good Act 3 option. You could also use the Infernal Engine Crossbow or the Fabricated Arbalest. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For defensive options, players should pick up the Cloak of Displacement from Entharl Danthelon in Wyrm's Crossing and the Boots of Persistence from Dammon in the Lower City (assuming he survived until Act 3.) The former gives enemies disadvantage on attack rolls against the wearer until the first time the wearer takes damage on each turn. The latter provides permanent Freedom of Movement (same as the spell),   Longstrider  (same as the spell), and a +1 bonus to Dexterity saving throws. The &amp;quot;Legacy of the Masters&amp;quot; gloves are also sold by Dammon during Act 3, offering +2 to attack rolls and damage with all weapons. Picking these up can make any martial character more effective , so they're worth grabbing if Dammon is alive. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DwightDesir3277</name></author>
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	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Best_Fighter_Class_Build&amp;diff=1656272</id>
		<title>Baldur s Gate 3: Best Fighter Class Build</title>
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		<updated>2025-09-15T06:41:53Z</updated>

		<summary type="html">&lt;p&gt;DwightDesir3277: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;View Directory  [https://www.Baldursgate3fans.com/ Baldur's Gate 3 secrets] Gate 3 Guide Hub &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Baldur's Gate 3 will have one of the most complex combat systems in the RPG genre on release thanks, in part, to it being based on the Fifth Edition of Dungeons and Dragons ' ruleset. Though there are some major changes to adapt the formula to a video game, most strategies work in Baldur's Gate 3 as they do in the TTRPG – including the benefits of a well-rounded party. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's a good idea to have one or two melee-focused party members, a perfect slot for the Fighter Class to fill in. The best Fighter build in BG3 is one that takes the class' melee prowess and turns it into a close-quarters devastator via the Battle Master subclass. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Updated April 6, 2025 by Erik Petrovich : Patch 8 for Baldur's Gate 3 is right around the corner, and though lots of the new subclasses seem like a lot of fun to play, the base game still offers some very powerful options for the best Fighter build in BG3. The Battle Master Fighter is still the best Fighter build in BG3 – but that could change with the release of Patch 8. Until then, stick with this Battle Master Fighter guide to learn the best Fighter build tips, what makes the Battle Master such a powerful subclass for the Fighter, and other information that will help you min-max your Fighter character. This Fighter build guide has been updated to add in-game flavor descriptions of the class and subclass, as well as a new small section with the best consumables for the Fighter, including both potions and elixirs, in the Equipment section. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Fighters have mastered the art of combat, wielding weapons with unmatched skill and wearing armour like a second skin.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Fighter is a class that's meant to be played up-close-and-personal. Whether that's through sheer brutality or magical assistance is up to the player – no matter their choice of Subclass, Fighters gain a few abilities that set them apart from other melee-oriented classes like the Barbarian. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 1, Second Wind grants a Bonus Action Self-Heal ability once per combat, then at Level 2, players get an Action Surge to grant an extra Action once each combat. Later on, Fighters gain better Saving Throws, Extra Attacks, and Fighting Styles, too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players choose their Fighter Subclass at Level 3, which can completely change how combat is approached. Though Fighters may lack the raw power of a Barbarian, the class' ability to stay alive in combat and control the battlefield from the front lines makes them a great addition to a party lacking melee specialists. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When you first start creating your Fighter Build, BG3 offers a selection of basic Class Proficiencies, and a choice of two Fighter Skill Proficiencies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In addition to Armor, Weapon, and Saving Throw proficiencies that vary for each class, the pool of Skills you can choose from are different for each class. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These cannot be changed once you get past character creation without resetting your build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are a total of three BG3 subclasses Fighter players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, and other features. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As you level up in one of these BG3 Fighter subclasses, you will gain more abilities that are unique to your subclass choice. Your choice of Fighter subclass can be changed by speaking with Withers, but you will start at Level 1 and have to make your BG3 Fighter build from scratch. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though this chart displays information for all subclasses, if you want to make best Fighter build BG3 has to offer, you should go for the Battle Master. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The max level in Baldur's Gate 3 is Level 12, and most of the time, each level you gain will grant something new for your Fighter build. In character creation, you gain the basics for the Fighter class, then steadily gain Feat Choices, new spells and abilities, subclass features, and increase your Proficiency Bonus. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This chart displays everything you can expect to get at each Level-Up as a Fighter in your [https://www.Baldursgate3fans.com/ Baldur's Gate 3 tips] Gate 3 journey. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;| &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Battle Masters are paragons of tactical superiority, combining combat maneuvers and experience in the field to dominate every fight.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Battle Master Fighter build is named after the Subclass that players select at Level 3, which grants a powerful new set of skills to the Fighter that rely on a new resource: Superiority Die, used to fuel Battle Maneuvers. At Level 3, Fighters can unlock three Battle Maneuvers from a list of six, most of which have both a ranged and melee version that unlock together. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These Battle Maneuvers, paired with the Fighter's base Action Surge and Second Wind actions, make them a serious force in melee combat – as long as they actually hit the enemy, that is. They are great at controlling enemy locations with certain Battle Maneuvers, rooting them in place or pushing them away, and can also be a source of minor buffs for the party and debuffs for enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Battle Master Fighters rarely spent too much time away from direct melee combat, and in a party with ranged damage and support sources, they should spend as much time as they can up-close and personal with enemies. It's perfectly fine to start a fight with a shot from a Crossbow, but when Initiative rolls, be prepared to close that distance quickly. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In addition to everything you unlock while leveling as a Fighter , your Subclass also determines what you unlock at certain levels. As a Fighter, you can select a subclass at Level 3. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For the purposes of this guide to the BG3 best Fighter build, choose the Battle Master when prompted to choose a Subclass. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Battle Master's unique mechanic is Battle Maneuvers . Upon reaching Level 3 and selecting the Battle Master subclass, players gain access to melee and ranged attacks that offer powerful additional effects. When using these abilities, though, they use one of the Fighter's limited Superiority Dice. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each day, players get eight Dice to spend on these abilities, each of which uses just one. Of the choices presented to players, Menacing Attack, Pushing Attack, and Riposte are the ones players should prioritize first, though Riposte can be replaced with Rally if your party lacks healing . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rally benefits parties more at low levels as the total amount of HP that the Fighter gives to an ally doesn't improve. Maneuvering Attack, too, can be useful for parties without a way to reliably get squishy allies out of range of opportunity attacks, but it's a bit more situational. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Half-Orc race comes with a few notable racial abilities that help the best BG3 Fighter build become even more powerful and resilient. The race comes with Darkvision, and proficiency in Intimidation, but its real draw for Fighters comes from the Savage Attacks and Relentless Endurance passive features. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Savage Attacks lets players add an additional Damage Dice on top of their normal critical hit damage, but only with melee weapon attacks. Relentless Endurance prevents the Fighter from going down, restoring them to 1 HP upon reaching 0, only once per long rest. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For the Battle Master build, which is a close-range melee build, these two abilities let the character persist through death and absolutely pile damage onto opponents with critical hits – just be sure to pick up abilities and gear that reduces the Critical Hit threshold. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A good alternative to the Half-Orc is the Githyanki, which gain Githyanki Psyonics to further enhance their ability to control the battlefield (and jump around from enemy to enemy as if on a trampoline). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, the Gold Dwarf or Dragonborn races are decent Racial choices , too, thanks to inherent defensives that benefit melee characters considerably. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon creating a Fighter character in Baldur's Gate 3 , players are asked which Fighting Style they would like to follow. There are six choices: Archery, Defence, Duelling, Great Weapon Fighting, Protection, and Two-Weapon Fighting. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;These all have their own bonuses and drawbacks, but ultimately the Great Weapon Fighting style is best because it simply increases the baseline amount of damage every Two-Handed weapon can do. However, the Defence style is good for Fighters who will spend a lot of time in close combat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Fighter's focus on Strength and Constitution gives them a big boost to Ability Checks that rely on those stats. As such, gaining proficiency with Athletics and Intimidation via the Soldier background is the best route to go to further improve two skills that the class already exemplifies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just be prepared to muscle your way through dialogue and RP encounters, foregoing alternative solutions, to earn Inspiration. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, Fighters can also gain proficiency in Athletics via the Outlander background, which replaces Intimidation with Survival. Its Inspiration mostly comes from achieving feats in the wilderness, like felling a large beast, or finding a mythical location. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Athletics and Survival are great for exploring the world, while Athletics and Intimidation is better for an in-your-face Fighter. Either way, Fighters have plenty of opportunities to naturally trigger Inspriation from these two Backgrounds. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Fighters get a choice of two skills from a list of eight, but both of the recommended backgrounds above cover two of the choices, leaving six to choose from. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you go with the Soldier background, proficiency in Athletics and Intimidation are already granted. In this case, choose instead to go with Insight and Perception, as the game gives players a lot of dialogue checks involving these two skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Choosing the Outlander background grants Survival instead of Intimidation, so if you go this route, choose Perception and Intimidation for your starting skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Great Weapon Master Effects : Grants two new abilities, Great Weapon Master: Bonus Attack, and Great Weapon Master: All In &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Bonus Attack grants an additional melee weapon attack, as a Bonus Action, when you make a melee Critical Hit &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;All In reduces your Attack Rolls with Two-Handed or Versatile weapons (that you are Proficient with) by 5, but increases their damage by a flat 10 &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Sentinel Effects : Grants three new abilities, Sentinel: Vengeance, Sentinel: Snare, and Sentinel: Opportunity Advantage &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Vengeance lets you use a Reaction to make a basic weapon attack against any enemy that attacks an ally, within melee range &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Snare nullifies movement for any enemy you hit with an Attack of Opportunity &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Opportunity Advantage grants Advantage on all Opportunity Attacks &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alert Effects : You gain +5 to Initiative and can't be Surprised &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Charger Effects : Grants two new abilities, Charger: Weapon Attack, and Charger: Shove &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Weapon Attack lets the player charge forward and them their weapon into the first enemy they hit without provoking any Opportunity Attacks during the charge &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shove lets you charge forward and shove an enemy forward. The distance that the target travels is determined by Strength and Weight. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Savage Attacker Effects : When making Melee Weapon attacks, roll all damage dice twice. The higher of the two results is used. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;To create the best BG3 Fighter build, we recommend putting the majority of points into your Strength, followed by Constitution and Dexterity. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The primary stats for most Battle Master Fighter spells and abilities in BG3 are Strength and Constitution, but Dexterity should follow closely behind to aid your other combat skills. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Charisma, Wisdom, and Intelligence are not essential for the Battle Master Fighter build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though many classes have a lot of leveling choices, as a melee class, this BG3 Fighter build doesn't have a lot of choices to make while leveling. In fact, at Level 2, Level 5, and Level 9, you won't have a major choice to make at all. However, Fighters can get more Feats than most other classes, and your Battle Maneuvers grant this best BG3 Fighter Build impactful abilities without a spellbook. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 1 , which typically brings players up to around Level 5 , you will be able to choose your Fighter Subclass (Battle Master), your Fighting Style (Great Weapon), a few Battle maneuvers, and a Feat. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 2 , which typically brings players up to around Level 9 , Fighters will be able to pick up another two Feats and another two Battle Maneuvers to expand their subclass' repertoire. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Act 3 , which brings players up to Level 12 and beyond, you will be able to pick up yet another Feat (for a total of 4 Feats) and another two Battle Maneuvers to round out your ability list. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This table displays recommended BG3 Fighter build choices for every level, including recommended Feats, Maneuvers, and Fighting Style for this Fighter build. BG3 players will find these abilities work better for the Battle Master Fighter build than others. Feel free to mix and match Battle Maneuver choices if you don't like the recommendations below, but don't replace the Feats or other leveling choices as these are foundational for the build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The best Fighter companions in BG3 are Shadowheart as your primary ranged Support, Gale as a ranged damage-dealer and CC source, and Astarion as your main ally in melee combat (who can also set up strong Stealth maneuvers). &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Though you can change the class and specialization of any of your companions, these three come with strong pre-determined class and spec combos to balance out your Fighter party composition. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shadowheart : A Trickery Cleric, Shadowheart serves as a good companion for hybrid damage and support, which complements the Battle Master Fighter playstyle well. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gale : An Evocation Wizard, Gale can learn any Spell in Baldur's Gate 3 , is able to adapt to most situations, and is thus the most versatile ranged damage-dealing companion. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Astarion : Best suited for the Thief subclass, Astarion lets you access hidden, locked areas more easily and is capable of setting up complex combat strategies without attracting attention with Stealth &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you are dead set on including a character in your party, simply talk to Withers to respec them to one of the optimal Fighter companion classes listed above. This way, you won't miss out on that character's questline, and you won't have to suffer from an improperly balanced party. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This section covers the best equipment for Battle Master Fighters in BG3 across all three Acts. Some pieces from early Acts may still be powerful in later ones, though, and will remain equipped through several Acts. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Items with bolded names are new options for the build in each Act, and may replace older pieces of equipment. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Items with unbolded names must be acquired in earlier Acts, but are strong enough that they don't need to be replaced in Acts 2 or 3. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In [https://www.Baldursgate3fans.com/ Baldur's Gate 3 patch notes] Gate 3 , Fighter builds can be enhanced further with the use of specific consumables. Certain potions, like the Elixir of Heroism, will grant combat-oriented bonuses for this best Fighter build, while others, like the Elxir of Bloodlust, will enhance the Fighter's innate ability to stay in melee combat and keep swinging, even if the odds are against them. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you spot any of these useful Fighter consumables as world loot or enemy loot, trader inventories, or otherwise, be sure to pick them up and store them in a bag for later use. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Choosing the Barbarian class to multiclass into as a Fighter is important for one reason: Rage. Rage is an incredibly powerful ability that lets a character use a bonus action to make an additional attack on their turn, but it requires a bonus action to activate. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As a Level 11 Fighter, players can attack three times in a single turn, but by putting one point into barbarian, they can attack four times minimum every turn – as long as a bonus action isn't used for another ability. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's also viable to put three points into Barbarian to be able to select a subclass, but the character will lose out on the Fighter's third attack granted at Level 11. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Cleric multiclass option for Fighters is good for similar reasons as the Barbarian multiclass. Fighters unlock their third attack at Level 11, leaving just one level to put into another class. The Cleric, specifically the War Domain subclass, is an excellent choice because it unlocks a fourth attack, and grants access to some basic Cleric support spells. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It's not a bad idea to go with the Eldritch Knight subclass instead of the Battle Master subclass for this multiclass choice, as Cleric spells will complement the Eldritch Knight's toolkit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Just be sure to select War Domain, as it lets the Cleric take a bonus action to attack an extra time on their turn. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DwightDesir3277</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Every_Paladin_Subclass_Ranked&amp;diff=1635200</id>
		<title>Baldur s Gate 3: Every Paladin Subclass Ranked</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Baldur_s_Gate_3:_Every_Paladin_Subclass_Ranked&amp;diff=1635200"/>
		<updated>2025-09-11T17:30:49Z</updated>

		<summary type="html">&lt;p&gt;DwightDesir3277: ページの作成:「&amp;lt;br&amp;gt;Each of Baldur's Gate 3 's classes offers different abilities and utilities to the team, from the Rogue's incredible burst damage and trap-removing abilities, to the…」&lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;Each of Baldur's Gate 3 's classes offers different abilities and utilities to the team, from the Rogue's incredible burst damage and trap-removing abilities, to the Fighter's access to every weapon and armor type, or the Druid's ability to shapeshift and speak with any animal they meet. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In [https://Www.baldursgate3fans.com/ Baldur's Gate 3 patch notes] Gate 3 , a Paladin is a warrior empowered by their adherence to a sacred oath. Be it to protect the innocent as a Knight in Shining Armor, upholding the ideals of protecting Life and Nature, or commitment to Justice and Retribution, the Paladin is defined by their Oath in many ways. Each Oath serves both gameplay and narrative purpose, with Paladins who break their Oath during gameplay becoming a different subclass known as the &amp;quot;Oathbreaker.&amp;quot; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Updated on April 25th, 2025, by Thomas Hawkins: With the release of Patch 8 for [https://Www.baldursgate3fans.com/ Baldur's Gate 3 Updates] Gate 3, twelve new subclasses have been added to the game, one for each of the game's main classes. Paladin players may now choose the Oath of the Crown, an Oath devoted to the Ideals of Civilization and upholding law and order. With abilities allowing them to draw enemy attention, empower their allies, and even sacrifice their own health to protect others, the Oath of the Crown is ideal for protecting and healing your team. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level one, an Oath of Vengeance Paladin is able to use &amp;quot;Inquisitor's Might.&amp;quot; This allows them to grant bonus radiant damage to their weapon attacks, or those of an ally, as a bonus action. The bonus damage is equal to the Paladin's Charisma modifier. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 3, Vengeance Paladins can channel their oath to use &amp;quot;Abjure Enemy&amp;quot; or &amp;quot;Vow of Enmity.&amp;quot; The former allows them to frighten an enemy as an Action, making them easier to hit, and is especially effective against Fiends and the Undead. The latter allows them to gain an advantage on Attack Rolls against a target within 3m for 10 turns, as a bonus action. This level also grants them &amp;quot;   Bane  &amp;quot; and &amp;quot;Hunter's Mark&amp;quot; as additional spells known. The former debuffs up to 3 creatures, while the latter places a mark on a target that makes them take extra damage from the Paladin. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 5, Vengeance Paladins gain &amp;quot;Hold Person&amp;quot; and &amp;quot;Misty Step&amp;quot; too, allowing them to freeze humanoid foes in their tracks and teleport around the battlefield. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 7 , Vengeance Paladins get &amp;quot;Relentless Avenger,&amp;quot; which boosts their movement speed by 4.5m on their next turn after landing an opportunity attack. This helps them to keep up the pressure on foes and ensure no target escapes them. Finally, level 9 offers them &amp;quot;Haste&amp;quot; and &amp;quot;Protection From Energy.&amp;quot; This pair of spells allow them to give extra actions to themselves or an ally and grant resistance to one type of elemental damage at a time. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oath of Vengeance Paladins will break their oath if they take actions that show mercy for the wicked or go against the greater good. An example of this would be raiding the Emerald Grove alongside the Goblins during Act 1. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Oath of Vengeance Paladin is a prime choice for multiclassing with either Bard or Warlock, the former to take advantage of The College of Swords and its excellent assortment of Flourishes, and the latter to consolidate weapon attacks and spellcasting under a single stat by using Pact of the Blade and get spell slots that recharge on a short rest for more Divine Smites. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When it comes to equipment, the Oath of Vengeance Paladin might consider grabbing the Gloves of Heroism, hidden in the Tollhouse in Act 1. These will provide the   Heroism  buff whenever the Paladin uses a &amp;quot;Channel Oath&amp;quot; ability. Players can then grab the   Helmet Of Smiting  from the Selunite Outpost (also in Act 1), and purchase the Armor of Devotion from Roah when they relocate to Moonrise in Act 2. The former provides temporary hit points whenever you apply a status effect using a smite spell (   Searing Smite  inflicting a burn effect over time, for example), while the latter allows the Paladin to restore a Channel Oath charge at will once per long rest. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Players seeking out a particularly powerful helmet should take the time to fight Grym at the Adamantine Forge during Act 1 or Act 2, acquiring the Grymskull Helmet in the process. As the only Heavy Helm in the entire game, the Grymskull Helmet provides immunity to critical hits, resistance to fire damage, and the ability to cast   Hunter's Mark  once per long rest. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Act 3 offers some incredibly powerful weapons and items for a Vengeance Paladin. If you're using a two-handed weapon to maximize your damage, you could pick up Balduran's Giantslayer from the Dragon's Sanctum. This incredible sword doubles the bonus damage granted by your Strength Modifier whenever it connects, while also allowing you to increase in size (gaining temporary hitpoints, boosted damage, and advantage on Strength Checks and Saving Throws) once per short rest. If you're playing as a Githyanki, or respecced Lae'zel into a Vengeance Paladin, then the Silver Sword of the Astral Plane is also a good choice. It grants additional psychic damage on hit while also providing advantage on Intelligence, Wisdom, and Charisma Saving Throws. It also gives resistance to psychic damage, immunity to the &amp;quot;Charmed&amp;quot; status, and the special attack &amp;quot;Soulbreaker&amp;quot; to stun enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When looking for some endgame armor, you could consider the Helldusk Armor acquired from the House of Hope. Getting the full set means facing off with Raphael and his incredible boss music, so it's highly recommended. The Helldusk Armor makes you fire-resistant, immune to burns, inflicts burns on casters if you succeed in the saving throw against their spell, reduces all damage you take by 3, and allows you to fly. The Helldusk Boots can be found on the top floor of Wyrmrock Fortress, providing the wearer with fiery teleportation and immunity to being forcibly moved by enemy spells and actions. They also let you spend a reaction to change a failed saving throw into a success, helping you shrug off dangerous effects and trigger the Helldusk Armor's burn effect. Add in the Helldusk Helmet (Also found in the House of Hope) to gain immunity to critical hits, immunity to being blinded, and to deal extra fire damage against any target that is burning. Alternatively, Sarevok's Helmet could be an excellent choice, reducing the target number for landing a Critical Hit to facilitate even more damage. You can find Sarevok's Helmet by defeating Sarevok at the Murder Tribunal. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Oathbreaker Set (See the section on the Oathbreaker Paladin for more information) can also prove very effective for this subclass. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oath of the Ancients Paladins are defenders of Life and Nature first and foremost, similar in some respects to Druids. They gain Healing Radiance as their first Channel Oath ability, allowing them to perform an AOE Heal centered on themselves which pulses a second time at the start of their next turn. This can be tremendously useful when fighting in melee alongside other party members. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 3, these Paladins gain Nature's Wrath and Turn the Faithless. The former lets them spend a Channel Oath charge to restrain an enemy as part of their attack, while the latter lets them instill fear in fey and fiends and cause them to flee. They also gain &amp;quot;   Speak with Animals  &amp;quot; and &amp;quot;   Ensnaring Strike  (Ranged)&amp;quot; as additional prepared spells. This makes them incredibly useful for stunning troublesome foes in combat and gleaning additional information from unlikely sources. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 5, the Oath of Ancients grants &amp;quot;Misty Step&amp;quot; and &amp;quot;Moonbeam&amp;quot; as additional prepared spells, allowing them to teleport as a bonus action and conjure a damaging beam from above that can be repositioned on later turns. Level 7 grants them the &amp;quot;Aura of Warding,&amp;quot; causing them to take half-damage from spells and letting them extend that protection to any ally within 3m. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 9, the Oath of the Ancients allows access to &amp;quot;Protection From Energy&amp;quot; and &amp;quot;Plant Growth&amp;quot; as additional prepared spells, letting them grant resistance to an elemental damage type or create difficult terrain for their foes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oath of the Ancients Paladins will break their Oath if they fail to defend the sanctity of life or deliberately disrupt the balance of nature. For an early example of this, players can break the Oath of the Ancients by resurrecting Mayrina's husband using Ethel's Wand, since raising the dead counts as disrupting the balance of nature. Many of the actions the Dark Urge will spur players into taking can also result in breaking the Oath of the Ancients. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Paladins and Warlocks pair together incredibly well and the Oath of the Ancients is a solid choice for players that want some support and control utility in their kit. By grabbing Pact of the Blade it's possible to run a Paladin/Warlock with Charisma as their main stat for spellcasting and attacks, leaving plenty of spare points for boosting Constitution for extra HP or Dexterity for extra AC. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When it comes to equipment, the Oath of Ancients Paladin will get a ton of mileage out of the &amp;quot;   Hellrider's Pride  &amp;quot; gauntlets, which can be stolen from Zevlor during act 1, or obtained as a reward for completing the &amp;quot;Investigate Kagha&amp;quot; quest. These gauntlets grant resistance to bludgeoning, slashing, and piercing damage to any creature healed by the wearer, essentially working like the Blade Ward cantrip. Helping out the refugees will also award players with   Wapira's Crown  , which heals the wearer for 1d6 whenever they heal another creature. All of these synergize with Healing Radiance tremendously well and will also apply when using Lay on Hands. To shine in a support role, add   The Whispering Promise  . This ring applies two turns of   Bless  to anyone the wearer heals, allowing the Paladin to pulse a short-lived bless whenever they use Healing Radiance, or apply it alongside their healing with Lay on Hands. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;After reaching Act 3, Oath of Ancients Paladins can make use of many of the same options as the Vengeance Paladin, though they should probably stick with the Hellrider's Pride Gauntlets and Whispering Promise Ring combo to make the most of their healing. Wapira's Crown starts to fall off by the endgame, so this is a good time to swap it for either the Grymskull Helmet (if you picked it up in Act 1/Act 2), the Steel Watcher Helmet (found in the Steel Watch Foundry in Act 3, Provides Darkvision and Advantage on Constitution Saving Throws), or even Sarevok's Horned Helm (Defeat Sarevok at the Murder Tribunal.) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Paladins of the Oath of the Crown swear themselves to the ideals of Civilization, of Law and Order. Oath of the Crown Paladins will violate their oath if they break their word, take unlawful actions, or torture people. At first level, they get the Channel Oath ability &amp;quot;Righteous Clarity&amp;quot;, which can be used to give a target a bonus to their attack rolls equal to the target's proficiency bonus. While this doesn't sound too crazy, it can be a very effective and efficient way of improving an ally's chance to hit. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: &amp;quot;Champion Challenge&amp;quot; and &amp;quot;Turn the Tide.&amp;quot; The former compels all targets within 9m/30ft to attack the user over all other targets, giving them disadvantage on attacking any other targets. Turn the Tide will heal all allies and neutral creatures within 9m/30ft for 1d6+Paladin Level+Charisma Modifier. Using these abilities makes it easy for the Oath of the Crown Paladin to draw enemy attention and protect the rest of the party. They also gain the Command and Compelled Duel spells, which are always prepared. At fifth level, Oath of the Crown Paladins will get the Warding Bond and Spiritual Weapon spells too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At seventh level, Oath of the Crown Paladins receive the ability &amp;quot;Divine Allegiance.&amp;quot; This allows them to, as a reaction when an ally within 1.5m/5ft takes damage, heal that ally for 2 x Paladin level hit points in exchange for taking that same amount of radiant damage. This allows them to, essentially, take damage on behalf of other party members, giving them another way of serving as the group's tank. Finally, ninth level Oath of the Crown Paladins gain the spells Spirit Guardians and Crusader's Mantle. Spirit Guardians is probably one of the best offensive spells you could ask for on a Paladin, and Crusader's Mantle will make your allies deal radiant damage with their attacks too. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Much like any other Paladin, Oath of the Crown pairs nicely with a Warlock utilizing Pact of the Blade or the Hexblade subclass. College of Swords Bard is also a great class to mix in for more combat options via flourishes. Fighter levels for access to Action Surge and Second Wind are also a decent choice when multiclassing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Naturally, the Oath of the Crown Paladin works well with all the usual Paladin equipment, like the Armour of Devotion, Blackguard's Sword, Gloves of Heroism, and Helmet of Smiting. They can also make good use of the Blackguard set, which can be found during Act 3. As always, the Helldusk Armor is excellent heavy armor if you have access to it, and the Flawed Helldusk Armor accessible during Act 2 makes a good substitute until you can get it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Another good option is the Luminous Set, consisting of the Luminous Armor, Luminous Gloves and Coruscation Ring. When paired with a certain mace we'll discuss later, this can make it even harder for enemies to hit you by reducing their attack rolls. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Generally, Oath of the Crown Paladins will want to make use of a shield and a one-handed weapon to maximize their AC. Good shield options include the Glowing Shield from Act 1, the Justiciar's Greatshield from Act 2, and the Shield of the Undevout during Act 3. Viconia's Walking Fortress is an incredible option too , if you're willing to take the time to go and grab it. In terms of finding a good weapon, Phalar Aluve is an easily accessible and highly effective longsword, the Sparky Points can be decent and has the benefit of being throwable, and the Blood of Lathander is accessible late into Act 1 and remains a stunningly good weapon all the way to the endgame. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Many of the recommendations we made for the Oath of Devotion Paladin work just as well with the Oath of the Crown, so check the section below for even more ideas. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oath of Devotion Paladins are the classical Knights in Shining Armor , defenders of the weak and the greater good. They can Channel their Oath using Divine Rebuke, placing a divine ward on an ally that deals radiant damage to anything that attacks them with a melee attack. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 3, they gain additional spells and abilities associated with their Oath, including two new ways to Channel their Oath. Sacred Weapon allows them to turn their weapon into a Sacred Weapon, adding their Charisma Bonus to attack rolls with it. Turn the Unholy allows them to ward off Undead and Fiends by making them afraid of the Paladin. They also gain the spells &amp;quot;   Protection from Evil and Good  &amp;quot; and &amp;quot;   Sanctuary  &amp;quot; as additional prepared spells. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 5, Oath of Devotion Paladins gain the spells &amp;quot;Lesser Restoration&amp;quot; and &amp;quot;Silence&amp;quot; as additional prepared spells, allowing them to remove diseases and conditions and create a sphere that silences everything inside it and renders them immune to thunder damage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 7, Oath of Devotion Paladins gain an &amp;quot;Aura of Devotion,&amp;quot; which renders them immune to being charmed. This effect also extends to allies within 3m. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At level 9, Oath of Devotion Paladins gain access to the spells &amp;quot;Remove Curse&amp;quot; and &amp;quot;Beacon of Hope&amp;quot;, allowing them to purge curses and grant their allies improved healing, advantage on wisdom saves, and advantage on death saves. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Going back on their word or engaging in cruelty will cause a Paladin who swore the Oath of Devotion to become an Oathbreaker. This makes it an especially tricky subclass to maintain when playing as the &amp;quot;Dark Urge&amp;quot; origin, whose bloodthirst is hard to control and can lead to accidents. Another early example of somewhere this Oath can be broken is during the encounter with Damays and Nemissa in Act One, with Lae'zel in a cage, as choosing to attack Damays and Nemissa will immediately break the Oath of Devotion​​​​​​. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Oath of Devotion Paladin is fairly stat-hungry if players want to take full advantage of Sacred Weapon, so it doesn't pair very well with most other classes when compared to the other Paladin Subclasses. When it comes to gear, players will likely want to use a one-handed weapon and a shield, tanking for the Party and keeping enemy attention.   The Blood of Lathander  legendary Mace is a fantastic choice that will remain relevant for most of the game, and can be found towards the end of Act 1. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The   Glowing Shield  , found hidden away in the Goblin Camp, provides temporary HP the first time the wielder takes damage while below half health. This makes for an excellent early shield, but players should endeavor to replace it with something like the   Adamantine Shield  once they are able (this can be forged during Act 1 at the Adamantine Forge.) The Adamantine Shield provides immunity to critical hits and inflicts the Reeling status effect on enemies when they miss. To further strengthen this subclass' defense, players should collect the Luminous set to take advantage of Radiant Orbs. This set consists of the Luminous Armor,   Luminous Gloves  ,   Coruscation Ring  ,   Callous Glow Ring  ,   The Sacred Star  (Mace), and the   Fabricated Arbalest  . The Armor of Devotion (sold by Roah Moonglow in Moonrise Towers during Act 2) is also useful as it allows the Paladin to regain an Oath Charge once per long rest, allowing you to use Sacred Weapon, Divine Rebuke, and Turn the Unholy more often. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Oath of Devotion Paladin can make good use of the Reaper's Embrace Armor acquired at the end of Act 2 if they want to trade some of the Luminous Gear for more defensive power. Assuming Dammon the Blacksmith survived all the way to Act 3 , you can also buy the &amp;quot;Armor of Persistence&amp;quot; from him, which grants permanent resistance and   Blade Ward  while reducing all incoming damage by 2. Of course, the Helldusk Armor from the House of Hope can also be a good option for defense-focused loadouts. It is worth noting that the Luminous Armor remains a viable option all the way to the endgame if you want to focus more on the Luminous Orb strategy over raw defensive power. Many of the armor options suggested for the Oath of Vengeance Paladin are also effective choices for a Devotion Paladin, so check that section too for more ideas. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While the Blood of Lathander remains an ideal weapon for the Devotion Paladin, this is a good time to pick up a better shield. Viconia's Walking Fortress, a legendary shield wielded by Viconia DeVir during the quest &amp;quot;Daughter of Darkness&amp;quot;, is a truly stunning option for a tanky Paladin. It grants advantage on all saving throws against spells, gives all spell attack rolls against you disadvantage, and allows you to blast enemies who strike you back with a wave of force. On top of all this, it also allows you to cast Warding Bond once per long rest and the unique &amp;quot;Reflective Shell&amp;quot; once per short rest. Reflective Shell returns all projectiles to their point of origin for 2 turns, and is activated as a bonus action. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oathbreakers are Paladins who, for one reason or another, have broken their Oath. Due to no longer having the support of their Oath, Oathbreakers are instead fueled by Darkness. Players cannot begin the game as an Oathbreaker and must instead begin as another Paladin and break their Oath during gameplay. After breaking their Oath, players will meet with the Oathbreaker Knight at their camp and can become an Oathbreaker, though they can alternatively have their Oath restored by the Knight in exchange for 2,000 gold at any time. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oathbreakers initially have the Channel Oath ability: Spiteful Suffering. This allows them to deal necrotic damage to a target within 3m and cause all attacks on that target to gain advantage. This is resisted with a Charisma Saving Throw. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 3, Oathbreakers gain two additional Channel Oath Abilities, Control Undead and Dreadful Aspect. Control Undead allows Oathbreakers to gain control over an undead creature, allowing them to gain a temporary ally if the creature fails a Wisdom Saving Throw. Dreadful Aspect allows them to create a pulse that frightens nearby enemies that fail a Wisdom Saving Throw. They also gain the spells &amp;quot;Hellish Rebuke&amp;quot; and &amp;quot;   Inflict Wounds  &amp;quot; as additional prepared spells, allowing them to counterattack with fire and deal necrotic damage at a distance. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;At Level 5, Oathbreakers gain &amp;quot;Crown of Madness&amp;quot; and &amp;quot;Darkness&amp;quot; as additional prepared spells , allowing them to get enemies to attack their allies and create fields of darkness to conceal their allies. Level 7 Oathbreakers gain an &amp;quot;Aura of Hate,&amp;quot; which lets them add their Charisma modifier to damage rolls. It also lets them extend this benefit to undead or fiend allies within 3m. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Level 9 Oathbreakers get &amp;quot;Bestow Curse&amp;quot; and &amp;quot;Animate Dead,&amp;quot; letting them weaken their foes with curses and create undead to aid them in battle. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Oathbreakers no longer have an Oath to break, and so they do not run the risk of losing this subclass through the actions they take. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There is an entire set of equipment tailor-made to suit an Oathbreaker Paladin, known as the Blackguard Set. These consist of the Blackguard's Plate, Gauntlets, Greaves, and Sword, along with the Shield of the Unjust. These provide an assortment of bonuses including an extra first level spell slot to dish out Divine Smites and advantage on Wisdom Saving throws. These items cannot be found until Act 3, however, so until then players should grab the Paladin-specific items mentioned in the section on the Oath of Vengeance Paladin. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Full Blackguard Set can be obtained by defeating a trio of Death Knights who guard the Murder Tribunal. These three are known as &amp;quot;That Which Guards&amp;quot;, &amp;quot;That Which Lurks&amp;quot;, and &amp;quot;That Which Watches.&amp;quot; Defeating them will earn you the entire Blackguard Set: Blackguard's Plate, Blackguard's Greaves, Blackguard's Gauntlets, Blackguard's Sword, and Shield of the Undevout. The Plate reduces incoming damage by 1 and grants advantage on Wisdom Saving Throws. The Gauntlets provide +1 to attack rolls and strength saving throws (Along with casting inflict wounds at level 4 once per long rest.) The Greaves grant permanent longstrider and +1 to athletics. The Shield gives an extra first-level spell slot and gives all enemies disadvantage on saving throws against any of your actions that cause fear. Finally, the Sword deals necrotic damage and can daze enemies you hit with your smites. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Alternatively, you can utilize much of the same equipment as the Oath of Vengeance Paladin, so check that section for more ideas. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Baldur's Gate 3 is available now for PC, Mac, and PS5. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;DwightDesir3277: ページの作成:「Hello from Brazil. I'm glad to came across you. My first name is Jennifer. &amp;lt;br&amp;gt;I live in a small city called Colombo in western Brazil.&amp;lt;br&amp;gt;I was also born in Colombo 30 y…」&lt;/p&gt;
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