Paladin
Base Class: Paladin

For paladin's from great renown that have fallen to know no evil, fallen to know no good, to those whos minds have been beaten and broken. For those who lost meaning of good and evil, their minds are broken, and such are devoted to a mind broken. That of which can be broken, must break, the paladin's mind is such that it can break. Oaths can be broken, so why not devote yourself to being broken?

Gather the Broken

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Broken Mark - As a bonus action, you mark a creature that you can see within 60 feet of you with a broken mark. For 5 minutes, whenever you hit the target with a melee weapon attack, it takes necrotic damage equal to 1d4.

Broken Mind - As an action, you can break your mind, you gain advantage to strength and constitution throws but disadvantage on wisdom, intelligence, and charisma throws. To get out of your broken mind, make a regular wisdom saving throw greater than 10 + x where x is the number of minutes stayed in Broken Mind. Ends upon a long rest.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Broken Charm

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Broken Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell and can no longer be frightened.

Truly Broken

At 20th level, as an action, you break the mind of those in a 20 foot radius, placing them under an unbreakable insanity this deals 1d10 psychic damage per turn equal to their constitution. While Truly Broken you gain these benefits:

  • You are immortal, at least, in your eyes.
  • You are immune to coldness, fear, charmed, intimidation, and all mind tricks. 
  • You lose your moral code and what little good was left in you and are cold hearted.

Previous Versions

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10/7/2022 4:26:08 PM
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