How does Paladin of the Crown work out? That oath should be quite a problem in act 3. Or does BG3 ignore the oath of the crown and just apply the generic paladin rules for oathbreaking?
Well, it would depend exactly on who the Sovereign that said Paladin has an Oath to.
Even if the character is a Balduran (Which isn't necessarily true as all the dialogue options that reference your character being from Baldur's Gate are optional), then their tenets would be still be set by the specific Sovereign at the time of them taking their Oath, so won't necessarily be influenced by changes of leadership (They could if their tenets are focused on serving the City as a whole... But then there's that wishy-washy nature of the goal of taking down people like Gortash is actually serving the city)
The follow up question would be: Now that the classes are releases, how much are you enjoying the ones you had been most looking forward too?
I've been trying out a few. Still early going in Act 1 so far so only have the first couple of bonuses but my first impressions are:
- Swashbuckler is pretty neat. Not having to faff around with setting up Sneak Attacks is great for my typical Rogue playstyle that uses Cunning Action: Dash to get into the backlines. While the Bonus Action attacks are neat, especially given they don't use any limited resource so I can freely spam them every turn for extra damage (I'm only slightly saddened that a disarmed foe can't be attacked with the disarm skill because it's nice to get a full MH attack as a bonus action).
- Giant Barb is... Meh. Their initial bonus of double Rage damage on throw is barely noticeable once you're using Tavern Brawler (Even without Str Elixir shenans) and Throw bonus gear (Even more so when Zerker could be bonus action throwing already). I'll have to wait and see how impactful the elemental damage is on level 6.
- Death Domain is okay. Twin-casting Death Chill is neat and the Channel Divinity can deal some nice damage... But outside of that I find myself just going back to Radiant Armour and Radiant damage to proc Radiant Orbs for bonus effects beyond "I can use my filler attack on 2 guys instead of 1" (Even more so since I've noticed they fixed Spell Sniper in one of the patches since my last playthrough, so it actually puts the Cantrip into your spellbook so you can put it onto the Custom bar and thus keybind it so grabbing Eldritch Blast on any Cleric is not a total ball ache)
- Arcane Archer is feeling fun so far. The special arrows are unique enough to be enjoyable to use. Is it a powerhouse? No. Not compared to a Throw Build or Arrow of Many Targets Swords Bard. But it's okay.
- Hexblade... Honestly doesn't feel any different to any Bladelock so far. Nothing early on lives long enough for me to proc the Curse while the subclass spells aren't as impactful as some other Warlocks besides Shield which is occasionally useful. Will have to see when my playthrough that uses Hexblade hits level 5 and the Extra attack comes in.
- Bladesinger is fine. Will become better with levels due to having more actions to stack up the damage/healing bonus as well as having more spells to utilize (Also, when I can get Wyll's Rapier in Act 2 for a nice Spellstat weapon)