
Paladin Legacy This doesn't reflect the latest rules and lore. Learn More Class Details
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft of light that seems to illuminate only him, an elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
The Cause of Righteousness
A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.
Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.
Beyond the Mundane Life
Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.
Creating a Paladin
The most important aspect of a paladin character is the nature of his or her holy quest. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted servant of good, loyal to the gods of justice and honor, a holy knight in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an angel of death by the gods or driven by your need for revenge? The Gods of the Multiverse section lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on your soul.
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
QUICK BUILD
You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the noble background.
The Paladin Table
Level | Proficiency Bonus |
Features |
—Spell Slots per Spell Level— |
||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st |
+2 |
— |
— |
— |
— |
— |
|
2nd |
+2 |
2 |
— |
— |
— |
— |
|
3rd |
+2 |
3 |
— |
— |
— |
— |
|
4th |
+2 |
3 |
— |
— |
— |
— |
|
5th |
+3 |
4 |
2 |
— |
— |
— |
|
6th |
+3 |
4 |
2 |
— |
— |
— |
|
7th |
+3 |
4 |
3 |
— |
— |
— |
|
8th |
+3 |
4 |
3 |
— |
— |
— |
|
9th |
+4 |
— |
4 |
3 |
2 |
— |
— |
10th |
+4 |
4 |
3 |
2 |
— |
— |
|
11th |
+4 |
4 |
3 |
3 |
— |
— |
|
12th |
+4 |
4 |
3 |
3 |
— |
— |
|
13th |
+5 |
— |
4 |
3 |
3 |
1 |
— |
14th |
+5 |
4 |
3 |
3 |
1 |
— |
|
15th |
+5 |
4 |
3 |
3 |
2 |
— |
|
16th |
+5 |
4 |
3 |
3 |
2 |
— |
|
17th |
+6 |
— |
4 |
3 |
3 |
3 |
1 |
18th |
+6 |
4 |
3 |
3 |
3 |
1 |
|
19th |
+6 |
4 |
3 |
3 |
3 |
2 |
|
20th |
+6 |
4 |
3 |
3 |
3 |
2 |
Class Features
As a paladin, you gain the following class features.
Hit Points
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
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
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.
Sacred Oath
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Aura Improvements
At 18th level, the range of your auras increase to 30 feet.
Sacred Oaths
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Oath of Devotion Legacy This doesn't reflect the latest rules and lore. Learn More
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
TENETS OF DEVOTION
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level | Spells |
---|---|
3rd |
|
5th |
|
9th |
|
13th |
|
17th |
Aura of Devotion
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.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of the Open Sea
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This content is available in your campaign with your DM’s permission but isn’t published by Wizards of the Coast. To use this content, enable Critical Role in the character builder.
The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.
Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.
TENETS OF THE OPEN SEA
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.
No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.
Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.
Adapt Like the Water. The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.
Paladin Level | Spells |
---|---|
3rd |
|
5th |
|
9th |
|
13th |
|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Marine Layer. As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).
Fury of the Tides. As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.
Rules Tip: Visibility
Fog and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your Marine Layer Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can’t see in. Creatures that can’t see automatically fail ability checks that require sight. Also, attack rolls against creatures that can’t see have advantage, and their own attack rolls have disadvantage.
Creatures in a lightly obscured area have disadvantage only on Wisdom (Perception) checks that rely on sight.
Aura of Liberation
Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Stormy Waters
At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Mythic Swashbuckler
At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:
- You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
- If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
- You can take the Dash or Disengage action as a bonus action.
- You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
Oh, ok that makes sense.
It was printed as Oath of Glory, and DDB always removes UA once it has been printed, whether the printed version totally matches the UA version or not.
Just curious: why was Oath of Heroism removed? Was there something wrong with it?
Not quite a Paladin, but I had a similar encounter with one of my Warlock players when I was running a game. Ultimately the player decided that they wanted to take on a more "Holy" patron, so the party agreed to work together to help the player renounce their current patron. To help flavor it into an adventure, I allowed the player to seek out the new patron while still bound to their current one. Once they made contact with the divine, the demonic patron took away his powers and went to confront the party. The divine patron granted temporary abilities to the warlock for that fight, but he didn't have full or permanent access to his powers until they completed the ritual.
In your case, I would do something similar based upon what new vow they would take with their new Patron. Perhaps you could have a different Vengeance Paladin show up to seek out the "betrayer" and fight in place of the old Patron.
How would you handle a Pally who breaks with their patron deity but remains aligned with their vow? A Vengeance Paladin in my game swore an oath of vengeance against demons to an archdevil, and is questioning whether her patron’s strategy will actually produce the most justice (killing people and turning them into devils in order to save them from demons, technically saves them from demons but doesn’t seem precisely....just or righteous).
I like the flavour of Oath of the Watchers, but it's kind of annoying that about half of their oath spells a) have expensive and/or single-use material components, unlike other Sacred Oaths, and b) are ritual spells which, because paladins don't have the Ritual Casting feature, can't be used in their intended fashion and consume precious spell slots to boot. I would suggest at the very least replacing some of them: maybe Alarm with Absorb Elements, Augury with Pass Without Trace or Nondetection with Counterspell? If the devs really want to keep the effects of some of those spells, then I suppose you could change their aura effect to something like an immunity to surprise attacks or limited shielding from divination magic. It seems like there's a split in the mechanics between the idea of the Watchers paladin as an anti-extraplanar expert versus the Watchers paladin as a sentinel or guardian; both are cool ideas but forcing them together into one archetype does neither justice.
Yes and that character also appears in Descent into Avernus
In the Oath spells class feature section of the subclass home brew creator, you’ve got to create a table for them. The easiest way I’ve found is go into the html view of the description and start coding. Then make sure you match the additional spells in the main section of the subclass.
Wasn't Joe Manganiellos character on Critical Role literally an Oathbreaker paladin who served/worshipped Tiamat?
For Conquest I'd imagine that maybe they glow with an aura or something that may contain aspects of what god they follow. Is their god a thunder god? Maybe bits of visible static crackle off their body, their footsteps ring with audible thunder and their voice is deeper and amplified, maybe their eyes even glow like lightning in a storm. Is their god a death god? Maybe they have a smokey shadowey miasma that seeps out from under their armor and plague flies fly around their person, their eyes could turn hollow and black and skin turn pale, their voice could have haunting and hollow tone to it. A light or sun based god? Make 'em shiny as all ****. Maybe they don't really follow a god but the oath is just more of a creed they follow, maybe they just bulk up when they activate their lvl20. Like BIGGER muscles and they are like a foot taller.
The only thing limiting you is how far you're willing to take your imagination :p
You have to work with you DM. Maybe you can homebrew some elements to make it more acceptable.
If you share more about why your character must be an oathbreaker or why the DM is against it. We might be able to help. Like if you want an evil/neutral paladin it isn't too hard to use the Oath of Conquest, Ancients, Vengeance, Crown, or Treachery. The core thing about a paladin is that they are bound by their oath, which could be something evil or good. It could be something they struggle with or embrace. An Oath of the Crown, Paladin could serve an evil sovereign or hate their sovereign.
yep but it just seems so silly my warlock was chaoctic good and made a pact with Cthulhu for complicated reasons and consistently treats cthulhu like a god welp just my opinion ive always hated aligmnent restrictions so houserule time thanks anyway :D
Except that by rules as written, yes you have to be evil. It is right there in the Oathbreaker description.
Anything beyond that is a houseruling by a DM/Group and unless you very specifically agree to it, the default is that evil is a requirement.
a example for oath of conqeust suddenly your eyes glow red its as though ares himself is touching you you appear next your draconic oppoent in a flash right above his head no one even sees your blade strike him as you cut into his back each cut showing pepole bowing to a large helmed figure and as you raise your sword to deliver the killing blow a red figure encases you commanding attention you are encased in your gods avatar itself you bring your blade down a voice whispering in your head kill him rule over him for all must bow.... the dragon whimpers in your presence for you are a truly divine being the dragons cultists fall to the floor bowing to your as the red dragon retreats whimpering and the cultists begging for mercy the dragon unleashes a torrent if flames ares moves with you and simply raises his palm up along with the fire tastes your hand but you feel barely any pain as war itself's avatar shields you then walk closer to the beast divine power radiating from you and as you become a red furious whirlwind of steel you could of sworn the dragon bowed in its last act as all will to ares...... (yes i know this is long and glorified but this kinda what it would look like in my opinion and you reached level 20 if your using this you kinda deserve being able to spend two hours describing it)
Any of ya'll have any ideas what happens when palading activates god mode on his lvl 20 ability? For example paladin of conguest im having trouble imagining what it would look like
as others have said you dont have to be evil here are some non evil oathbreaker character concepts
1 you were stuck to a harsh code and had to swear the oath of devotion but you just wanted to choose your own path so you broke your oath and intended to follow your own path until you became a oathbreaker and other paladins started hunting you so you were forced to go adventuring to redeem yourself chaotic good
2 you took the oath of redemption and wandered the land as a adventurer but when your friend was killed by a monster due to the guards unwillingness to do something to stop it you flew into a rage you vision going dark and the guards bodies fell soon after your not sure if a devil goaded you into doing it out or if you did it out of hate but you now every waking hour hear their screams and regret it constantly would start out as chaotic neutral either because of that even though their a good person at heart or because of chaotic neutral because of a growing demonic influence and every time a close friend dies see if your dm will let you crit on a 18 to 20 and deal extra damage equal to your proficiency bonus times two
I feel like as soon as you use oath of conquest and become an oathbreaker after oath of conquest, you don't have to be evil
Have you considered Oath of Conquest or Oath of Vengance? They are probably the closest to being Oath of Vengence.
That's how I feel as well
Actually, the description specifically says "A paladin must be evil and at least 3rd level to become an Oathbreaker." So the Oathbreaker, by definition, does have to be evil.