Base Class: Paladin
The Oath of the World Breaker calls to Paladins who have harnessed their own will into a destructive force to shatter reality itself. These Paladins can often be found on the very frontlines of battle, defending all those around them and destroying the wicked with their unparalleled force of will. For these Paladins, controlling their own power can often be a challenge in and of itself, leading to many who follow this oath to embody the ideals becoming of a perfect soul; one who has complete control over oneself. To aid in their divine endeavor, these Paladins will actively inspire courage and determination in those in dire need of it. As such, those who pledge themselves to this oath are often seen by others around them as the pillar of their community, the foundation of everyone's wellbeing, the rock that everyone can lean on for aid. Commonly referred to as Divine Juggernauts, either through fondness or fear, these Paladins harness the power to both inspire the world and destroy it.
Tenets of the World Breaker:
Protect. It is not enough to protect people from others, but you must also protect them from themselves. All people have a spark of evil within them, and it is your responsibility to keep this darkness at bay.
Patience. Change takes time. Even good people are great at making bad decisions. You must set the greatest example if you are to expect others to follow.
Be the Pillar. Through your acts of mercy, kindness, and forgiveness, be the pillar of the community that all others aspire to be. Only by striving for the best in yourself can you bring out the best in others.
No Mercy for the Wicked. You must ensure that an example is made out of those who refuse to stray from their wickedness. There shall be no mercy, no quarter, no forgiveness for those who actively choose to follow their dark path, and you must let the full wrath of your fury fall upon these sorry souls.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Mountain Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the World Breaker Spells
| Paladin Level | Spells |
|---|---|
| 3rd | entangle, thunderwave |
| 5th | hold person, spike growth |
| 9th | counterspell, slow |
| 13th | ice storm, wall of fire |
| 17th | greater restoration, wall of force |
Unyielding Will
Starting at 3rd Level, the strength of your will has manifested into a physical force surrounding you at all times. You cannot be disarmed of any one handed item that you are currently wielding.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Tremor Step. You can use your Channel Divinity to unleash your divine wrath, creating tremors that momentarily shatter reality around you. As a Bonus Action, you project your wrath into a 20ft. aura sphere of reality breaking energy, warping gravity around you. Creatures who start their turn within this aura, or enter it on their turn, must make a Wisdom Saving Throw. On a failure, their movement speed is reduced by half until the start of their next turn. This ability lasts for 1 minute, unless you are incapacitated or die.
Divine Juggernaut. As a bonus action, you can imbue your form with an otherworldly might. For the next 10 minutes you count as 1 size larger when determining how much you can push, pull, drag, or lift, and have advantage on Strength (Athletics) Checks and Saving Throws. Additionally, your long and high jump increases by 10ft (this does not add extra movement to your current movement speed).
Reality Quake
Starting at 7th level, when you take the Attack Action on your turn, you can briefly shatter reality, causing a destructive explosion of force energy affecting Large and smaller creatures. You can use this ability in one of two ways:
- In replace of one attack, you can attempt to push all creatures within a 15ft. cube in front of you. Creatures within this area must make a Strength Saving Throw. On a failure, these creatures are pushed 10ft. away from you.
- After you hit with a melee attack, the targeted creature must make a Strength Saving Throw. On a failure, this creature is knocked prone.
You can use this ability a number of times per day equal to your proficiency modifier.
At 18th level, the size of affected creatures increases to Huge.
Reality Warp
Starting at 15th level, your pure force of will can now rip apart the fabric of reality. As an Action, you can tear open two 5ft. wide portals in line of sight within 60ft. of you, each in two separate unoccupied spaces at least 15ft. apart. These portals act as a functional wormhole affecting Large and smaller creatures, with you deciding which is the entrance and exit portal. Upon activation, creatures within 5ft. of the entrance portal must make a Charisma Saving Throw. On a failure, these creatures are pulled through this portal and shunted to a space within 5ft. of the exit portal of your choosing on solid ground. These portals last until the start of your next turn, and any creature who enters a space within 5ft. of the entrance portal before it closes is also subject to this ability.
You can use this ability a number of times equal to your Charisma Modifier (minimum of 1) per long rest.
Divine Cataclysm
At 20th level, you have unlocked the full potential of your destructive fury. As an action, you can summon all of your divine power to transform into a walking Cataclysm for your enemies, gaining a variety of remarkable abilities for 1 minute:
- You have resistance to all damage.
- Your melee attacks deal an extra 2d6 Force damage.
- Enemies within 20ft. of you have Disadvantage on all Saving Throws.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Mar 12, 2022Hi everyone, I hope you enjoy playing this subclass as much as I enjoyed designing it!
Just a note, for those who have purchased the *Players Handbook* and the *Explorers Guide to Wildemount* books can choose the following true spell list for this subclass:
Enjoy! :) :) :)