OathBreaker
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.
Oath of Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spell name |
|---|---|
| 3rd | Hellish Rebuke, Inflict Wounds |
| 5th | Crown of Madness, Darkness |
| 9th | Animate Dead, Bestow Curse |
| 13th | Blight, Confusion |
| 17th | Contagion, Dominate Person |
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.
Commanding Smite
You always know the following Scripture, which doesn't count against the number of scriptures prepared.
Commanding smite: when you evoke this scripture you deal 2d6 necrotic you damage for a 1st-level spell slot, plus 1d6 for each spell level higher than first.
As a part of this smite you may choose a friendly undead or fiend within melee range to use their reaction and make an attack against the creature.
Aura of Hate
Starting at 7th level you, as well any fiends and undead that are an ally within 10 feet of you, gain a bonus to melee weapon 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.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Dread Lord
At 20th level, you can, as a bonus action, you imbue your aura of protection with an aura of gloom that lasts for 10 minutes, Providing the following benefits.
Darkness. Magical Darkness fills your Aura of Protection. You and allies in your Aura of Protection can see within this magical Darkness.
Fear. Whenever a creature with the Frightened condition starts its turn in your Aura of Protection, that creature takes 4d10 Psychic damage.
Shadow Strike. As a Bonus Action, you can make a melee spell attack, shaping the gloom exuding from you into a blade that targets one creature in your Aura of Protection. On a hit, the attack deals Necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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