Base Class: Paladin
- Oath spells. There’s a lot of weak options here. Inflict Wounds is weaker than a normal attack plus smite, so why use it? Darkness isn’t ideal since you likely can’t see in the darkness. There are still enough spells worth having like Blight, Animate Dead, and Contagion.
- Channel Divinity (Level 3). Control Undead let’s you command an undead creature for 24 hours if it fails wisdom saving throw. Dreadful Aspect lets you frighten any creature of your choice within 30 feet if they fail a wisdom saving throw. This lasts for one minute.
- Aura of Hate (Level 7). Aura of Hate gives you a bonus to melee weapon damage equal to your charisma modifier. This bonus also applies to any fiends or undead within 10 feet of you. The bonus does not stack from more than one Oathbreaker paladin.
- Supernatural Resistance (Level 15). This gives you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Dread Lord (Level 20). This power goes you an aura of gloom for one minute. This aura reduces bright light to dim light within 30 feet. Any creature that is frightened by you that starts its turn in this sphere takes 4d10 psychic damage. Also any creatures you choose that rely on sight are at disadvantage on attack rolls. Finally, you can use a bonus action to make a melee attack with these shadows. If your spell attack hits it deals 3d10 + your charisma modifier in necrotic damage
Channel Divinity (Level 3).
Control Undead let’s you command an undead creature for 24 hours if it fails wisdom saving throw. Dreadful Aspect lets you frighten any creature of your choice within 30 feet if they fail a wisdom saving throw. This lasts for one minute.
Aura of Hate
Aura of Hate gives you a bonus to melee weapon damage equal to your charisma modifier. This bonus also applies to any fiends or undead within 10 feet of you. The bonus does not stack from more than one Oathbreaker paladin.
Supernatural Resistance
This gives you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Dread Lord
This power goes you an aura of gloom for one minute. This aura reduces bright light to dim light within 30 feet. Any creature that is frightened by you that starts its turn in this sphere takes 4d10 psychic damage. Also any creatures you choose that rely on sight are at disadvantage on attack rolls. Finally, you can use a bonus action to make a melee attack with these shadows. If your spell attack hits it deals 3d10 + your charisma modifier in necrotic damage.
Oath spells
- Oath spells. There’s a lot of weak options here. Inflict Wounds is weaker than a normal attack plus smite, so why use it? Darkness isn’t ideal since you likely can’t see in the darkness. There are still enough spells worth having like Blight, Animate Dead, and Contagion.







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