Paladin and Oaths DnD 5R PHB2024

Implements all new features and changes from DnD 5R PHB2024 for the Paladin class and all its subclasses (Oaths). Compatible with level 20 mods. Made with care for mod compatibility with the official modding toolkit for Patch 8. IMPORTANT DISCLAIMER: If you are playing with the Level 20 Mod called ''Expansion'' you need to disable the optional class features of Paladins in its MCM menu since this mod implements the newest version of those. Having done that, both mods are perfectly compatible. --

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关于这个 Mod

Implements all new features and changes from DnD 5R PHB2024 for the Paladin class and all its subclasses (Oaths). Compatible with level 20 mods.

Made with care for mod compatibility with the official modding toolkit for Patch 8.

**IMPORTANT DISCLAIMER: **If you are playing with the Level 20 Mod called ''Expansion'' you need to **disable the optional class features of Paladins **in its MCM menu since this mod implements the newest version of those. Having done that, both mods are perfectly compatible.


List of Features:

**

BASE PALADIN CLASS CHANGES**

At Level 1:

  • The Paladin now gains spellcasting at level 1 instead of level 2. This means you get access to your first Spell Level 1 spells and spell slots at Paladin level 1. Divine Smite becomes an always-prepared spell at Paladin Level 2.
  • The Paladin now gains more Channel Oath Charges than before. At level 1 he has 1 charge, level 3 he gains a second charge, and at level 11 he gains the last charge. The restoration of Channel Oath has been updated so it restores ONE charge per Short-Rest, and all of them on a Long-Rest. As you will see later, the Channel Oath Actions now are generally easier to use and more powerful, making them a more integral part of the kit of the paladin and also to allow them to not make you sacrifice your Smite just to use them. This is counteracted by the Smite changes detailed below.
  • Divine Sense class action now lasts 10 turns.
  • Lay On Hands has been revamped: now costs a Bonus Action instead of an Action and now you get 5 Lay on Hands Charges at level 1 and you won't get anymore through level up. Each of these charges equals an amount of healing equal to your Paladin level, so at level 4 one Lay on Hands charge would heal for 4 hit points, meaning the more you level up the more powerful Lay on Hands becomes. You can choose to expend your Lay On Hands charges individually or multiple of them at once (for example, if you are level 4, you can choose to expend 3 charges to heal the target for 12 Hit Points in a single cast). Alternatively, you can expend one Lay On Hands charge to cure a target of all poisons. Lay On Hands charges are all restored on Long Rest.

 

At Level 2:

  • Blessed Warrior has been added as an alternative when choosing a Fighting Styles. Blessed Warrior allows you to forgo learning a Fighting Style to instead learn two cantrips from the cleric spell list.
  • At each subsequent level-up (level 3 and onwards), you can opt to change your chosen Fighting Style.
  • Divine Smite has been slightly revamped, as to promote more tactical choices and player freedom:
  • Now is flagged as a Spell, of the Evocation School.
  • Now costs a Bonus Action ON HIT (if you miss, you won't consume the Bonus Action), similar to other Smites.
  • Now has complete upscaling support all the way to Spell Slot Level 9 and at EACH LEVEL of spellcasting it increases by +1d8 Damage (meaning its damage is no longer capped at 5d8).
  • Now you can use Divine Smite while Unarmed (including manual spell and reaction versions, just like regular Divine Smite).
  • Once Per Long Rest, you can cast Divine Smite (as if using a level 1 spell slot) without expending a spell slot.
  • These changes may seem like a slight nerf to some, but when combined with the changes to the other smites (see below), it makes it so the paladin can find value in every smite and not only in spamming Divine Smite.
  • All other smites in the game have been buffed to make them on-par with Divine Smite: almost all of them have had their Concentration requirement removed and most of them now have Upcasting with an increase in damage per upcasting level with no cap (before there was no benefit to upcasting or it was capped). Some highlights are as follows:
  • Searing Smite no longer requires Concentration and ALL its damage now scales with each spell slot level of upcasting including its burning damage PER TURN. This may be the most damaging Smite you have now.
  • Branding Smite has been renamed to Shining Smite and now additionally grants advantage to attack rolls made against the affected target. 
  • Wrathful Smite now does necrotic damage instead of psychic damage and its spell school has been changed to Necromancy, and no longer requires Concentration.
  • Banishing Smite's spell school has been changed to Conjuration (making it possibly be affected by Conjuration Wizard's passive feature).
  • Blinding Smite now applies Blinded status guaranteed if your melee attack roll connects, without needing the target to fail a saving throw.

At Level 5:

  • All Paladins at level 5 now unlock the ''Find Steed'' feature. This feature unlocks a new unique Conjuration spell called ''Find Steed'' that is Always-Prepared. This ability allows you to permanently summon an Otherwordly Steed to aid you in your journey that persists even through Long Rests (or until it dies).
  • You can choose whether this steed is of Celestial, Fey or Fiendish origin (this also includes the appropiate racial tag). Depending on the type of origin, it inflicts different damage and gains a different unique ability (see screenshots for details on the abilities). The damage and/or potency of the steed's attacks and abilities increase with each level of Upcasting or with the spellcasting modifier of the Paladin.
  • Paladins also unlock the ability to use the Find Steed spell without expending a Spell Slot Once-Per-Long-Rest.
  • On top of basic common actions like Hide, Jump, Dash and Disengage, all Otherwordly Steed also gain two new support abilities following the PHB2024 rules: Dodge (same as in DnD 5R) and Feint Attack (same as using Help on an enemy in DnD 5R, does no damage). See screenshots for details on both of these abilities. Note: these support actions are exclusive to the Otherwordly Steed.
  • The stats of the Otherworldly Steed are as follows:
  • Base Level 2, +1 Level per Upcasting Level
  • Copies Proficiency Bonus from owner of the steed
  • 25 Hit Points at base spell level of 2. +10 Hit Points per Upcasting Level
  • 12 Base Armor Class and +1 from Dexterity Modifier. +1 Bonus Armor Class per Upcasting Level
  • 12 Meters of Base Movement Speed
  • Ability Scores are: 18 Strength, 12 Dexterity, 14 Constitution, 6 Intelligence, 12 Wisdom, 8 Charisma
  • Has the **Life Bond **feature: if near the owner of the steed, whenever the owner regains hit points, the steed regains the same amount of hit points (only the actual amount of regained hit points, doesn't count overhealing).
  • If Upcasting Find Steed with a Spell Slot Level 4 or higher, it gains the ability to Fly. The steed can Fly a distance equal to its ground movement speed (12 meters).
  • All Otherwordly Steed have an optional ''phantasmal'' visual effect on them. Through a toggleable passive on their hotbar you can disable their ''spiritual'' look, in case you want them to look like a normal Dire Wolf. This can be done at any time and is only for aesthetic purposes and has no impact on gameplay. When they gain Fly, they gain a second stacking visual effect, which can also be disabled at any time through the same process. See the screenshots to see how the VFX look (but don't forget you can disable them at any time if you dislike them).
  • Because of technical limitations, the options for Find Steed from the DnD rules of Horse, Camel or Dire Wolf were reduced to just Dire Wolf, and it cannot be mounted as mount mechanics do not exist in Baldur's Gate 3; instead the mod focuses on adapting its capatibilities to fight indepedently as a summon following the source material. The Dire Wolf is a good choice as it not only was already a legitimate option in the DnD rules this mod is adapting (and actually exists in BG3, unlike Horse and Camel) but also it has all the animations and locomotion capabilities that such a creature needs for this feature to work.

 

 

At Level 9:

  • All Paladins at level 9 now unlock the ability Abjure Foe. This is similar (but not the same) to the old Abjure Enemy that was exclusive to Vengeance paladins (who got a more powerful Vow of Enmity in return, see further below). This new ability lets the paladin abjure a number of foes equal to their Charisma modifier (if they fail a Wisdom Saving Throw), making them have Disadvantage on Attack Rolls and Ability Checks, be unable to move, and only be able to take either an Action or a Bonus Action on each of their turns, not both.

 

At Level 11:

  • This is just a small change for flavor: Improved Divine Smite has been renamed as to have the same name as in the new ruleset: Radiant Strikes. Functions the same.

 

At Level 12:

  • You gain Lay on Hands: Restoring Touch. This passive makes it so when you use the standard Lay on Hands on a creature (can be heal or cure LoH), you unlock for 1 turn a temporary ability to, at the cost of 1 Lay on Hands Charge, cleanse them of one of the following status: Blinded, Charmed, Frightened, Paralyzed or Stunned. You can recast this ability to also cleanse the target of the other statuses as long as it's in the same turn. This only works on targets that were affected by your (standard) Lay On Hands. NOTE: This feature can be unlocked instead at level 14 if you use the level 20 Patch found in the NexusMods page of this mod.

 


OATH (SUBCLASSES) CHANGES 

Oath of the Ancients:

  • Nature's Wrath has been turned into an Area of Effect spell, instead of a target, so it can affect multiple enemies. Otherwise functions the same (including the fact targets still have to fail a Strength Saving Throw each turn).
  • Aura of Warding's Resistance to Spell Damage has been changed to be Resistance to Necrotic, Psychic and Radiant damage (of any source, not only spells).

 

Oath of Devotion:

  • Oath Action Holy Rebuke now costs a Bonus Action instead of an Action (on top of the Channel Oath Charge) and Sacred Weapon now only costs a Channel Oath Charge to cast (no Action nor Bonus Action cost).
  • Holy Rebuke's damage has been increased from 1d4 to 1d4+Charisma Modifier and its duration increased to 6 turns.
  • Sacred Weapon has been slightly redesigned: it still gives you a bonus to your attack rolls equal to your Charisma Modifier and makes your weapon emit light, but now it also grants you the toggleable ability to transform the full damage of your weapon into Radiant damage. By toggling the associated passive you can disable this at will at any point if you want the standard physical damage of your weapon (the other bonuses will still apply, of course).
  • At Level 15 (requires Level 20 mods like Expansion), the feature Purity of Spirit has been replaced with a (much better) new feature: Smite of Protection. Smite of Protection makes your Divine Smites radiate holy energy that can protect you and your allies: each time you use Divine Smite, until the start of your next turn, you and your allies inside of your Aura of Protection gain a +2 bonus to Armour Class and Dexterity Saving Throws.
  • Spell List has been updated: at level 3 replaced Sanctuary with Shield of Faith; at level 5 replaced Lesser Restoration with Aid and Silence with Calm Emotions (closest thing to Zone of Truth)

 

Oath of Vengeance:

  • Oath Action Vow of Enmity now only costs a Channel Oath Charge to cast (no Action nor Bonus Action cost).
  • Oath Action Abjure Enemy has been removed and replaced with Abjure Foe (details at level 9 of Paladin base class), which is a similar (but not the same) ability available to all Paladins.
  • Inquisitor's Might's duration has been increased from 2 turns to 3 turns.
  • Vow of Enmity has been significantly buffed: it works the same as before, but now it lasts 10 turns and if you kill/defeat your target before the duration expires, you can transfer the Vow of Enmity to another target at no further cost (this works similar to how Hunter's Mark from Rangers work). Transfering the Vow this way does not extend the duration of it.
  • Relentless Avenger feature has been slightly buffed: it works the same as before, but now it also makes so your attacks of opportunity reduce the enemy's movement speed to zero (similar to how the feat Sentinel works).

 

Oath of the Crown:

  • Righteous Clarity's duration has been reduced from 10 turns to 6 turns.

 

Oathbreaker:

  • Updated to UA2025 rules (companion rules to PHB2024).
  • Spiteful Suffering has been turned into an Area of Effect now (similar to what happened with Nature's Wrath from Oath of the Ancients). Otherwise it works the same (including the fact targets still have to fail a Charisma Saving Throw each turn).
  • Control Undead has been replaced with a new feature: Conjure Undead. Conjure Undead costs a Bonus Action and a Channel Oath Charge, and let's you summon (without any corpses required) a number of Zombies or Skeletons (any combination you like) equal to half your Charisma modifier (rounded up). These summons last 10 Turns and require no Concentration at all. They pair well with the new, buffed Aura of Hate (see below).
  • Dreadful Aspect is now a Reaction that's used after casting Divine Smite and lasts 10 Turns. Targets can re-roll each turn to try to remove the condition. Note: if casting Divine Smite via a Reaction then a temporary, manual version of Dreadful Smite will become available for you to cast instead of it triggering as a Reaction.
  • Aura of Hate now only affects ALLIED Undead and Fiends (and you, of course) and boosts BOTH melee weapon and unarmed damage (so now all your Undead can benefit). Additionally, Aura of Hate now adds Necrotic damage instead of Physical damage.
  • Updated Spell List:
  • Level 2: Hellish Rebuke + Witch Bolt
  • Level 5: Crown of Madness + Darkness
  • Level 9: Fear + Summon Undead (requires Veenab Spells patch)
  • Level 13: Blight + Phantasmal Killer
  • Level 17: Contagion + Steel Wind Strike (requires 5e Spells patch)

 

OTHER SMALL CHANGES:

  • Divine Favour spell now has no Concentration requirement and lasts 10 turns.
  • Crusader's Mantle's damage bonus now also affects unarmed attacks.
  • Warden of Vitality now has Concentration requirement but its associated healing action is a now a Free Action (no cost at all to use, once per turn).
  • Removed ranged version of Branding Smite and Banishing Smite as per the rules of PHB2024.
  • Updated Fighting Styles: Protection and Great Weapon Fighting to their PHB2024 rules. Protection now grants Disadvatange to ALL attack rolls against the protected target until the start of your next turn as long as the protected target stays within 1.5m of the protector. Great Weapon Fightning now sets the minimum dice roll result of melee weapon damage rolls to 3.

 


 

Features not implemented for now:

  • The ability for the paladin to reset the cooldown of the their Level 20 Subclass ability by expending a Level 5 Spell Slot. This will be added in the future, it's a simple feature to implement.
  • The Oath of Glory changes, since Oath of Glory is not present in the base-game. In the future I may work on adding the DnD 5R PHB2024 Oath of Glory Subclass if there's enough demand for it.

**

Highly recommended mods to go with this one:**

 

Another mod of mine I can recommend for people that like ''holy warriors'': Cleric and Domains PHB2024.

The following Load Order is recommended for when using all my Paladin mods (Visual Paladin Auras is missing here but should be loaded near the end of your Load Order after all these mods):

Note: for people that use the mod Necromancy Reanimated (Formely Animate Dead Plus Plus), make sure to load that mod before (above) this Paladin mod, so my changes to Aura of Hate for Oathbreakers properly take effect.


Some of my other mods

Cleric and Domains PHB2024: Implements Cleric and its Domain (subclasses) changes based on PHB2024 of DnD. Compatible with level 20 and 5e Spells.

Visual Paladin Auras: Adds a magic ring of light to each Paladin Aura to visualize its range and to look cool. Each Aura has a different color, they can all be STACKED and you can TOGGLE the visibility of each Aura independently. Supports: Aura of Protection, of Warding, of Devotion, of Hate, of Courage, of Conquest, of Clarity and of Holy Aegis.

[

Smart Containers](https://www.nexusmods.com/baldursgate3/mods/13369): Adds 6 new backpacks/containers that, similar to the Camp Supplies Sack, automatically add items of the correspondent type. Scrolls, Potions/Elixirs, Poisons/Coatings, Arrows, Grenades/Explosives and Books are supported.

[

College of Dance - Bard Subclass PHB2024](https://www.nexusmods.com/baldursgate3/mods/12558): Brings the College of Dance Bard Subclass introduced in the new DnD Player's Handbook 2024. The College of Dance practice a way of being in harmony with the whirling movements of the cosmos that flow through all creation, emphasizing agility, speed and grace. This mod is also

compatible with Level 20 mods!

Better Poison Equipment: Enhance your Poison builds! New Armor and Staff with new spells, new passives and feat, and rework of existing Poison-themed equipment. Great for Necromancer playthroughs!

Dragonborn Breath Weapon Enhanced: This mod reworks the Breath Weapon of Dragonborn inspired by Fizban's Treasury of Dragons book and some additional adjustments of my own. New abilities, charge-based system, create elemental surfaces and apply status, comaptibility with Extra attack and more!

Eldritch Knight Plus! - New Passives, Rebalancing and MORE!: my big mod of changes to Eldritch Knight to make it a more balanced, fun and specially viable class in the context of Baldur's Gate 3's game-balance. A lot of changes, chief among them a rebalanced spell progression and new passives. Compatible with this mod and Argelia's OneDnD Fighter 2024 mod.

OneDnD - Eldritch Knight - War Magic and Improved War Magic: my OneDnD War Magic and Improved War Magic mod. Built on top of Argelia's OneDnD Fighter mod (that implements War Magic of OneDnD), this mod applies many bugfixes and upgrades to Argelia's War Magic implementation and additionally adds a new implementation to also include Improved War Magic (learned at lvl 12 of Eldritch Knight).

Closing words

If you enjoyed the mod, I would love for you **Endorse **it and **Vote **for it to be Mod of the Month. And if you would like to buy me a coffee/tip me as thanks for my mod creation (click image) I would highly appreciate it:

[         

](https://ko-fi.com/chizfreak)

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