Oathbreaker
An Oathbreaker is a paladin who has broken their sacred oaths to pursue ambitions that one feels greater than them, serving powers that they instead choose over forcing themselves to uphold a higher standard than they felt truly possible. Whatever light or darkness that may have once burned within this paladin's heart has been extinguished. Only dimness remains, and an all consuming void of self fulfillment.
Oathbreaker Spells
You gain oath spells at the paladin levels listed. But instead of having a static set of spells, they have a set of spells for the alignment that they hold.
Paladin Level | Good Spells | Neutral Spell | Evil Spells |
---|---|---|---|
3rd | Guiding Bolt, Shield of Faith | Chromatic Orb, Shield | Hellish Rebuke, Inflict Wounds |
5th | Branding Smite, Levitate | Mind Spike, Silence | Crown of Madness, Darkness |
9th | Daylight, Remove Curse | Glyph of Warding, Haste | Animate Dead, Bestow Curse |
13th | Death Ward, Sickening Radiance | Freedom of Movement, Raulothim's Psychic Lance | Blight, Shadow of Moil |
17th | Flame Strike, Wall of Light | Passwall, Steel Wind Strike | Contagion, Dominate Person |
Channel Divinity
When you take this oath at 3rd level, you gain two of the following Channel Divinity options. (These cannot be changed once selected)
Black Shield. When you're hit with a Melee Weapon Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class until the end of your turn. Regardless whether or not the attack hits, you gain Temporary Hit Points equal to your Paladin Level plus your Charisma Modifier (minimum of +1). These Temporary hit points last until the end of your next turn.
Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
Emissary. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion/Intimidation) checks for the next 10 minutes.
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Relentless. As an action, you can use your Channel Divinity to mark a target for death. For the next minute you and your allies can make an extra attack against the marked target, and you ignore difficult terrain when moving towards the marked target
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Aura of Hate
Starting at 7th level you, your allies, as well two creature types of your choice within 10 feet of you, gain a bonus to damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Resistance
At 15th level, you gain advantage on saving throws against the poisoned condition, and you can choose three of the following damage types when you finish a short or long rest: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. You gain resistance to that damage type until you choose a different one with this feature. In addition, spells you cast ignore resistance of the damage types you've choose.
Lord
At 20th level, you can, as an action, surround yourself with an aura of your soul that lasts for 1 minute. This aura does one of the following depending on your alignment (good: creates magical light up to 30 feet out and dim light for an extra 30 feet this light acts the same as sunlight, neutral: makes the entire area within 60 feet into dim light, evil: reduces any bright light in a 30-foot radius around you to dim light). Whenever an enemy that is charmed or frightened by you starts its turn in the aura, it takes 4d10 radiant(good), psychic(neutral), or necrotic(evil) damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper aura. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this aura.
While the aura lasts, you can use a bonus action on your turn to cause the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes radian (good), psychic(neutral), or necrotic(evil) damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.