Oathbreaker
Oathbreaker Paladin
An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.
hit dice:
1d10 per Oathbreaker Paladin level
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies:
All armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Wisdom, Charisma
skills:
Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.
(a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a priest's pack or (b) an explorer's pack
Chain mail and a holy symbol
You start with the following equipment, in addition to the equipment granted by your background.
spellcasting:
Oath Spells
You gain oath spells at the paladin levels listed.Oathbreaker Spells | |
---|---|
Paladin Level | Spells |
3rd | Hellish Rebuke, Inflict Wounds |
5th | Crown of Madness, Darkness |
9th | Animate Dead, Bestow Curse |
13th | Blight, Confusion |
17th | Contagion, Dominate Person |
class features:
All Paladin class features are included in this subclass.
All Paladin class features are included in this subclass.
subclass options:
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.- Control Undead: As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.
- 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.
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