Below you will find a Baldur's Gate 3 Paladin Spells List, and this list will include Level Requirments, Cost, and a description of what they do.The Paladin Class and its Subclasses Oath of Devotion, Oath of the Ancients, Oath of Vengeance use Strength & Charisma as it's Primary Ability with a d10 hit die and proficiency in All Armor, Shields, Simple and Martial Weapons with a saving throw proficiency in Wisdom & Charisma.
Baldur's Gate 3 Paladin Spells List
A complete Baldur's Gate 3 Paladin Spells List, and you can view what level is required to learn the spells such as Divine Favor, Protection from Evil and Good, Shield of Faith, and the Cost to use it. We also included what school it is from, along with the description of what it does in-game.
Spell | Level | School | Cost | Description |
---|---|---|---|---|
Bless | Level 1 | Enchantment | 1 Action | Bless up to 3 creatures. They receive a d4 bonus to attack rolls and saving throws.
Inflicts Bless |
Command (Halt) | Level 1 | Enchantment | 1 Action | Command a creature to halt, preventing it from moving or taking actions.
Inflicts Command Halt |
Compelled Duel | Level 1 | Enchantment | 1 Bonus Action | The target must succeed on a Wisdomdom. save or get a disadvantage on attack rolls against creatures other than the caster. |
Cure Wounds | Level 1 | Evocation | 1 Action | A creature you touch regains 1d8+0 hit points.
This spell has no effect on undead or constructs. |
Detect Evil and Good | Level 1 | Divination | 1 Action | The caster senses and locates aberration, celestial, elemental, fey, The Fiend, or undead within 30 ft. |
Detect Magic | Level 1 | Divination | 1 Action | The caster senses the presence of magic in a 30-ft radius and learns its school of magic. |
Detect Poison and Disease | Level 1 | Divination | 1 Action | The caster senses and identifies poison, poisonous creature, or disease within 30 ft. |
Divine Favor | Level 1 | Evocation | 1 Bonus Action | If a weapon attack hits, deals an extra 1d4 radiant damage. |
Heroism | Level 1 | Enchantment | 1 Action | The target is immune to being frightened and gains temporary HP equal to its Ability. Mod each turns [+1 Creature + Level]. |
Protection from Evil and Good | Level 1 | Abjuration | 1 Action | Protec a creature against aberrations, celestial, elementals, fey, The Fiends, and undead.
The target can't be Charismarmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage. |
Purify Food and Drink | Level 1 | Transmutation | 1 Action | Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere. |
Searing Smite | Level 1 | Evocation | 1 Bonus Action | If the attack hits, deals an extra 1d6 fire damage and ignite the target [Damage + Level]. |
Shield of Faith | Level 1 | Abjuration | 1 Bonus Action | Surround a creature with a shimmering field of magic that increases its AC by 2.
Inflicts Shield of Faith |
Thunderous Smite | Level 1 | Evocation | 1 Bonus Action | If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Strength. save or be pushed and knocked prone. |
Wrathful Smite | Level 1 | Evocation | 1 Bonus Action | If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wisdom. save or be frightened. |
Aid | Level 2 | Abjuration | 1 Action | Bolster your allies with toughness and resolve. Heals and increases the hit point maximum by 5 hit points.
Inflicts Aid |
Branding Smite | Level 2 | Evocation | 1 Bonus Action | If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius [Damage + Level]. |
Find Steed | Level 2 | Conjuration | 10 Minutes | Summon a spirit that assumes the form a steed [horse, elk, etc] telepathically linked to the caster. |
Lesser Restoration | Level 2 | Abjuration | 1 Action | Remove one disease or condition afflicting a creature. |
Locate Object | Level 2 | Divination | 1 Action | The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius. |
Magic Weapon | Level 2 | Transmutation | 1 Bonus Action | Turn a weapon into a +1 magic weapon for attack rolls and damage rolls [+2 or +3 bonus + Level]. |
Protection from Poison | Level 2 | Abjuration | 1 Action | Neutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage. |
Zone of Truth | Level 2 | Enchantment | 1 Action | Creatures within a 15-ft-radius sphere must succeed on a Charisma. save or can not lie. |
Aura of Vitality | Level 3 | Evocation | 1 Action | One target in a 30-ft radius regains 2d6 HP. |
Blinding Smite | Level 3 | Evocation | 1 Bonus Action | If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Constitution. save or be blinded. |
Create Food and Water | Level 3 | Conjuration | 1 Action | Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours. |
Crusader's Mantle | Level 3 | Evocation | 1 Action | Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. |
Daylight | Level 3 | Evocation | 1 Action | Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. |
Dispel Magic | Level 3 | Abjuration | 1 Action | End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher. |
Elemental Weapon | Level 3 | Transmutation | 1 Action | A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type. |
Magic Circle | Level 3 | Abjuration | 1 Minute | Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, The Fiends, and or undead. |
Remove Curse | Level 3 | Abjuration | 1 Action | End all curses affecting one creature or object. |
Revivify | Level 3 | Necromancy | 1 Action | Take back to 1 HP a creature that has died within the last minute [except of old age]. |
Aura of Life | Level 4 | Abjuration | 1 Action | Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 HP when at 0 HP. |
Aura of Purity | Level 4 | Abjuration | 1 Action | Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage to various saving throws. |
Banishment | Level 4 | Abjuration | 1 Action | The target must succeed on a Charisma. save or be banished to a harmless demiplane [+1 creature + Level ]. |
Death Ward | Level 4 | Abjuration | 1 Action | When the target drops to 0 HP for the first time, it automatically returns to 1 HP. |
Locate Creature | Level 4 | Divination | 1 Action | The caster senses the direction in which a familiar creature is within a 1000-ft radius. |
Staggering Smite | Level 4 | Evocation | 1 Bonus Action | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wisdom. save or have a disadvantage. |
Banishing Smite | Level 5 | Abjuration | 1 Action bonus | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 HP or fewer this way are banised. |
Circle of Power | Level 5 | Abjuration | 1 Action | Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects. |
Destructive Wave | Level 5 | Evocation | 1 Action | Targets in a 30-ft radius must succeed on a Constitution. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. |
Dispel Evil and Good | Level 5 | Abjuration | 1 Action | End a condition [charmed, frightened, or possessed] or bannish a creature to its home plane. |
Geas | Level 5 | Enchantment | 1 Minute | The target must succeed on a Wisdom. save or be charmed and take 5d10 psychic if it doesn't obey [Duration + Level]. |
Raise Dead | Level 5 | Necromancy | 1 Hour | Take back to life [1 HP] a creature died for no longer than 10 days. Doesn't restore missing body parts. |
You can view other List of Spells for every Class in BG3 by Clicking the Links below.