「Baldur s Gate 3: Every Paladin Subclass Ranked」の版間の差分

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<br>At level 9, Oath of Devotion Paladins gain access to the spells "Remove Curse" and "Beacon of Hope", allowing them to purge curses and grant their allies improved healing, advantage on wisdom saves, and advantage on death saves.<br><br>However, if the Arcane lifestyle doesn't feel right for you, the Guild Artisan arguably offers the best gameplay improvements for Wizards. The Guild Artisan background grants proficiency in Insight and Persuasion, the latter of which Wizards don't usually have access to on character creation.<br><br>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.<br><br>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 " Protection from Evil and Good " and " Sanctuary " as additional prepared spells.<br><br>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.<br><br>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.<br><br>The Circle of The Land is a spellcasting-focused subclass that has access to a wide variety of damage types, allowing players to work around resistances with multiple elements, or focus on a single element and push it to its limits. Players could take advantage of this by grabbing some of the element-themed magic items that can be found throughout the [https://www.baldursgate3Fans.com/articles/the-pixel-pack-revolution-gaming-s-human-soul-versus-ai-s-plastic-heart.html Video game voice actors], many of which can be found as early as Act 1.<br><br>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.<br><br>This subclass also immediately grants the Druid the Guidance Cantrip and the Guiding Bolt Spell. Guiding Bolt is always prepared, and the Druid can expend a special resource called "Star Maps" to cast it without using a spell slot. They initially receive two Star Maps per long rest. At fifth level, the Circle of Stars Druid gets an additional Star Map per long rest. At sixth level, they gain three "Cosmic Omens" per long rest. These can be spent to add 1d6 to their own attack rolls or saving throws, subtract 1d6 from an enemy's attack roll or saving throw, or add 1d6 to an ability check made by the Druid or an ally within 1.5m/5ft.<br>This can make them a valuable addition to caster-heavy teams. At level 10, a Wild Magic Barbarian gets the ability "Unstable Backlash." This allows them to create a new Wild Magic surge (replacing the old one) whenever they take damage or fail a saving throw while raging. This helps to increase the chaos they cause in battle.<br><br>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.<br><br>At fifth level, Giant Barbarians gain access to Boot of the Giants, allowing them to spend a bonus action to kick a target away. This is a contested Athletics check, just like the shove action, but you can use Boot of the Giants to push enemies that are up to twice the weight you'd be able to shove. You'll also deal your unarmed damage to the target when using Boot of the Giants, which can be enhanced by Tavern Brawler, Martial Arts from Monk, and items like the Gloves of Crushing.<br><br>This multiclass choice has little impact on a character's ability to use high-level spells. Because both classes are Prepared Spellcasters, and the ability to learn from scrolls only requires one level, a Cleric 11 Wizard 1 character will still be able to use Level 6 spells and have Level 6 spell slots unlocked.<br><br>At third level, Oath of the Crown Paladins receive two more Channel Oath abilities: "Champion Challenge" and "Turn the Tide." 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.<br>
<br>Wizards get to choose two skills from a list of six at character creation, including Arcana, History, Investigation, Insight, Medicine, and Religion. Choosing the Sage background removes History and Arcana from the pool of other skill proficiencies Wizards can learn at Level 1, leaving four choices remaining, while Guild Artisans just lose Insight.<br><br>At Level 5, Oathbreakers gain "Crown of Madness" and "Darkness" 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 "Aura of Hate," which lets them add their Charisma modifier to damage rolls. It also lets them extend this benefit to undead or fiend allies within 3m.<br><br>Action Surge: Having another Action to use even once per Long Rest lets the Bard do various things. That extra burst of utility can give the team a chance to escape, or that last bit of strength can secure a killing blow to a boss.<br><br>Updated on April 24th, 2025, by Thomas Hawkins: With the release of Baldur's 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.<br><br>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.<br><br>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.<br><br>Because of the extra Bonus Action, Thief Rogues can virtually always remain Stealthed, or Dash/Disengage to get away with their Cunning Action. Thief Rogues also gain resistance to Fall damage , which comes in handy more often than one might think.<br><br>Indeed, the Fighter multiclass is one of the most common options for players to pick in [https://baldursgate3Fans.com/articles/the-switch-2-s-missing-masterpiece-why-baldur-s-gate-3-needs-to-join-the-party.html Baldur's Gate 3 Switch] Gate 3 because it doesn't require much investment to see great returns. By putting just two levels into Fighter, players unlock Action Surge, which grants an additional Action for a turn at the cost of a Bonus Action.<br><br>Warlock: As previously mentioned, reliably depending on Hex compared to Hunter’s Mark can drastically boost the Bard’s overall damage. The Warlock, another utility-heavy Class, can add a repertoire of aggressive Spells for the Bard without having to dabble into INT-based Wizard. Depending on the Patron and the Pact, a Bard/Warlock can stay in the rear for support or become a mini-DPS.<br><br>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.<br><br>The Fighter class does not normally start with this ability, meaning that players must invest two levels into it – and lose out on Level 6 Wizard spells. However, the ability to take two actions in one turn is remarkably strong for casters, and the added armor proficiencies granted by the Fighter class are just the cherry on top.<br><br>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.<br>
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