Paladin Subclass

When you choose a Paladin subclass at level 3, you can choose the Oathbreaker subclass detailed in this section, an update for the Oathbreaker subclass from the Dungeon Master's Guide (2014).    

Oathbreaker

Tenets Abandoned   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 has been extinguished. Only darkness remains.    

Level 3: Oathbreaker Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.  
Paladin Level Spells
3 Hellish Rebuke, Inflict Wounds
5 Crown of Madness, Darkness
9 Bestow Curse, Summon Undead
13 Blight, Confusion
17 Contagion, Dominate Person
   

Level 3: Dreadful Aspect

As a Magic action, you channel your darkest emotions into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened condition for 1 minute. If a Frightened creature ends its turn more than 30 feet away from you, it can repeat the Wisdom saving throw, ending the effect on itself on a success.    

Level 7: Aura of Hate

While in your Aura of Protection, you and your allies gain a bonus to melee damage rolls equal to your Charisma modifier (minimum of +1).    

Level 15: Supernatural Resistance

You gain Resistance to Bludgeoning, Piercing, and Slashing damage.    

Level 20: Dread Lord

As a Magic action, you can fill your Aura of Protection gloomy shadows for 1 minute. Bright Light in the aura is reduced to Dim Light. Your enemies have Disadvantage on attack rolls while in the aura. Whenever a creature that has the Frightened condition starts its turn in aura, it takes 4d10 Psychic damage.   While the shadows last, you can take a Bonus Action to cause the shadows to attack one creature in the aura. Make a melee spell attack against the target. If the attack hits, the target takes Necrotic damage equal to 3d10 + your Charisma modifier.   Once you use this trait, you can't do so again until you finish a Long Rest.

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