Builder’s Gate

Updated 2026-09-27

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Paladin is a class in Baldur’s Gate 3. A promise made so deeply that it becomes divine in itself flows through a paladin, burning bright enough to inspire allies and smite foes.

Paladin
Class
A promise made so deeply that it becomes divine in itself flows through a paladin, burning bright enough to inspire allies and smite foes.
Hit points at level 1
10
Hit points per level
6
Spellcasting ability
Charisma
Subclasses
5

Paladin progression

Class levels 1–12 · Select a feature to read its game description.

  1. 1Level
    Divine Sense Granted
    Gain Advantage on Attack Rolls against celestials, fiends, and undead.
    Lay on Hands Granted
    Use your blessed touch to heal a creature or cure it of all diseases and poisons.
    Choose a subclass 5 branches
  2. 2Level
    Divine Smite Granted spells
    Deals an additional 1d8 Radiant damage to fiends and undead.
    Divine Smite Critical: Reaction Granted spells
    Deals an additional 1d8 Radiant damage to fiends and undead.
    Divine Smite: Reaction Granted spells
    Deals an additional 1d8 Radiant damage to fiends and undead.
    Compelled Duel Granted spells
    Force an enemy to attack only you, giving it Disadvantage against other targets.
    Command Granted spells
    Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
    Wrathful Smite Granted spells
    Possibly Frighten your target. They'll have Disadvantage on Ability Checks and Attack Rolls and be unable to move.
    Cure Wounds Granted spells
    Heal a creature you can touch.
    Protection from Evil and Good Granted spells
    Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
    Divine Favour Granted spells
    Your weapon attacks deal an additional 1d4 Radiant damage.
    Shield of Faith Granted spells
    Protect a creature from attacks: increase its Armour Class by 2.
    Heroism Granted spells
    Make yourself or a target immune to Frightened and gain [1] each turn.
    Searing Smite Granted spells
    Deal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.
    Thunderous Smite Granted spells
    Pushes your target 3m away and possibly knocks it Prone.
    Bless Granted spells
    Bless up to 3 creatures. They gain a +[1] bonus to Attack Rolls and Saving Throws.
    Level 1 spell slots × 2 Current spell slots
  3. 3Level
    Divine Health Granted feature
    The divine magic flowing within you prevents disease from affecting you.
    Level 1 spell slots × 3 Current spell slots
  4. 4Level
    Level 1 spell slots × 3 Current spell slots
  5. 5Level
    Extra Attack Granted feature
    Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
    Branding Smite Granted spells
    Possibly marks your target with light, preventing it from turning Invisible.
    Protection from Poison Granted spells
    Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
    Magic Weapon Granted spells
    Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.
    Aid Granted spells
    Heal your allies and increase their hit point maximum by 5.
    Lesser Restoration Granted spells
    Cure a creature from disease, poison, paralysis or blindness.
    Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
  6. 6Level
    Aura of Protection Granted
    You and any nearby allies gain a +[1] bonus to Saving Throws. The aura disappears if you fall Unconscious.
    Level 1 spell slots × 4 · Level 2 spell slots × 2 Current spell slots
  7. 7Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
  8. 8Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 Current spell slots
  9. 9Level
    Revivify Granted spells
    Revive a companion. They return to life with 1 hit point.
    Crusader's Mantle Granted spells
    Radiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.
    Blinding Smite Granted spells
    Evoke a heavenly flare and possibly Blind your target.
    Elemental Weapon Granted spells
    Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice.
    Remove Curse Granted spells
    Touch a creature or object to remove all Curses and Hexes affecting it.
    Daylight Granted spells
    Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
    Warden of Vitality Granted spells
    While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
  10. 10Level
    Aura of Courage Granted
    You and any nearby allies can't be Frightened. The aura disappears if you fall Unconscious.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 2 Current spell slots
  11. 11Level
    Improved Divine Smite Granted feature
    Your attacks are suffused with divine might.

    Melee weapon attacks deal an additional 1d8 Radiant damage.
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots
  12. 12Level
    Level 1 spell slots × 4 · Level 2 spell slots × 3 · Level 3 spell slots × 3 Current spell slots

Oath of the Ancients subclass progression

Oath of the Ancients
Subclass
You fight on the side of light in the cosmic struggle against darkness to preserve the sanctity of life and the beauty of nature.
Related entry
  1. 1Level
    Oath of the Ancients Tenets Granted feature
    Oath of the Ancients paladins abide by the following tenets:

    Kindle the Light. Through acts of kindness, enkindle the light of hope in the bleakest hollows of despair.

    Shelter the Light. Where love blooms, stand against the devilry that would snip its stem.

    Preserve Your Own Light. Delight in culture and small joys to preserve the light in your own heart.
    Healing Radiance Granted
    Heal yourself and all nearby allies for [1]. Regain another [1] next turn.
  2. 3Level
    Speak with Animals Granted
    Gain the ability to comprehend and communicate with beasts.
    Ensnaring Strike Granted
    Your attack summons thorny vines that possibly Ensnare your target.
    Turn the Faithless Granted
    Turn nearby fey and fiends. They are forced to flee and cannot come close to you.
    Nature's Wrath Granted
    Restrain an enemy. They cannot move. Attack Rolls against them have Advantage. Their Attack Rolls and Dexterity saves have Disadvantage.
  3. 5Level
    Moonbeam Granted spells
    Residual Moonlight
    Misty Step Granted spells
    Surrounded by silver mist, you teleport to an unoccupied space you can see.
  4. 7Level
    Aura of Warding Granted
    You and any nearby allies take only half the damage from spells. The aura disappears if you fall Unconscious.
  5. 9Level
    Plant Growth Granted spells
    Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.
    Protection from Energy Granted spells
    Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Oath of Devotion subclass progression

Oath of Devotion
Subclass
Following the ideal of the knight in shining armour, you act with honour and virtue to protect the weak and pursue the greater good.
Related entry
  1. 1Level
    Oath of Devotion Tenets Granted feature
    Oath of Devotion paladins abide by the following tenets:

    Courage. Stride dauntlessly into action.

    Compassion. Show clemency when prudent, and lend your arm to those in need.

    Duty. Tend your responsibilities, obey just laws, and support those entrusted to your care.
    Holy Rebuke Granted
    Affected entity is surrounded by a vengeful aura that deals 1d4 Radiant damage to anyone who hits it with a melee attack.
  2. 3Level
    Protection from Evil and Good Granted
    Protect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.
    Sanctuary Granted
    You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
    Turn the Unholy Granted
    Turn nearby undead and fiends. They are forced to flee and cannot come close to you.
    Sacred Weapon Granted
    Turn your weapon into a Sacred Weapon. It has a higher chance of hitting, and emits a bright light.
  3. 5Level
    Silence Granted spells
    This creature can't speak or cast spells that have a verbal component.
    Lesser Restoration Granted spells
    Cure a creature from disease, poison, paralysis or blindness.
  4. 7Level
    Aura of Devotion Granted
    You and any nearby allies can't be Charmed. The aura disappears if you fall Unconscious.
  5. 9Level
    Remove Curse Granted spells
    Touch a creature or object to remove all Curses and Hexes affecting it.
    Beacon of Hope Granted spells
    Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.

Oath of Vengeance subclass progression

Oath of Vengeance
Subclass
You have set aside even your own purity to right wrongs and deliver justice to those who have committed the most grievous sins.
Related entry
  1. 1Level
    Oath of Vengeance Tenets Granted feature
    Oath of Vengeance paladins abide by the following tenets:

    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.
    Inquisitor's Might Granted
    Weapon deals an additional [1] and may possibly inflict Dazed.
  2. 3Level
    Hunter's Mark Granted
    When you attack your quarry, you deal an additional 1d6 damage.
    Bane Granted
    Up to 3 creatures receive a -[1] penalty to Attack Rolls and Saving Throws.
    Abjure Enemy Granted
    Frighten an enemy. They'll have Disadvantage on Ability Checks and Attack Rolls, and they cannot move.
    Vow of Enmity Granted
    Gain Advantage on Attack Rolls against an enemy.
  3. 5Level
    Misty Step Granted spells
    Surrounded by silver mist, you teleport to an unoccupied space you can see.
    Hold Person Granted spells
    Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
  4. 7Level
    Relentless Avenger Granted feature
    If you hit an enemy with an Opportunity Attack, your movement speed increases by 4.5m on your next turn.
  5. 9Level
    Haste Granted spells
    Target yourself or an ally to become Hastened: gain an action, become faster and gain +2 to Armour Class.
    Protection from Energy Granted spells
    Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.

Oath of the Crown subclass progression

Oath of the Crown
Subclass
You have sworn yourself to the ideals of civilisation, serving the laws that hold society together and preserving the order they command.
Related entry
  1. 1Level
    Oath of the Crown Tenets Granted feature
    Oath of the Crown paladins abide by the following tenets:

    Law. Uphold civilisation and order.

    Loyalty. Your word is your bond; without loyalty, oaths and laws are meaningless.

    Responsibility. Deal with the consequences of your actions, and fulfill your duties and obligations.
    Righteous Clarity Granted
    Target yourself or an ally to additionally grant the target's Proficiency Bonus to their Attack Rolls.
  2. 3Level
    Compelled Duel Granted
    Force an enemy to attack only you, giving it Disadvantage against other targets.
    Command Granted
    Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon.
    Turn the Tide Granted
    Shout out and heal all nearby non-enemy creatures.
    Champion Challenge Granted
    Challenge the enemies around you, compelling them to attack only you. Any attacks they might make against other targets have Disadvantage.
  3. 5Level
    Warding Bond Granted spells
    Create a mystic bond between you and an allied creature. Until your next rest, it gains a +1 bonus to Armour Class and Saving Throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you dismiss it, drop to 0 hit points, cast it again, or if you and the target become separated by more than [1].
    Spiritual Weapon Granted spells
    Summon a floating, spectral weapon that attacks your enemies alongside you.
  4. 7Level
    Divine Allegiance Granted feature
    When an ally within 1.5m of you takes damage, you can use your reaction to magically substitute your own health for your ally's, taking the damage instead of them.
  5. 9Level
    Spirit Guardians Granted spells
    Call forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved.
    Warden of Vitality Granted spells
    While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies.

Oathbreaker subclass progression

Oathbreaker
Subclass
You have broken your sacred Oath in pursuit of power and ambition. Only darkness remains to fuel you now.
Related entry
  1. 1Level
    Spiteful Suffering Granted
    The target takes [1] each turn and Attack Rolls against it have Advantage.
  2. 3Level
    Inflict Wounds Granted
    Putrefy a creature with the necrotic energy filling your hands.
    Hellish Rebuke Granted
    React to your next attacker with flames that deal 2d10 Fire damage.
    Dreadful Aspect Granted
    Accentuate your horrific form, Frightening creatures and dealing 3d10 Necrotic damage. Creatures take half the damage on successful Wisdom Saving Throws.
    Control Undead Granted
    Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies.
  3. 5Level
    Crown of Madness Granted spells
    Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
    Darkness Granted spells
    Create a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.
  4. 7Level
    Aura of Hate Granted
    You and any nearby fiends and undead gain an additional [1] to damage dealt with melee weapons.
  5. 9Level
    Animate Dead Granted spells
    Animate a pile of bones or a corpse to serve you.
    Bestow Curse Granted spells
    Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.