Paladin
Base Class: Paladin

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. However, not all paladins who break their oaths do so for evil reasons, and those who break their oaths, but refuse to give into darkness or return to their abandoned path, can sometimes begin to forge their own way. Free of oaths and of the corruption of their breaking, Pathfinders find their own way through the world, doing as they believe is right. Shaped by the darkness of their corrupted oath and the goodness in their hearts, each Pathfinder is unique and free.

You must be at least level 3 and an Oathbreaker to select this subclass. You loose this subclass if you become evil aligned.

DMs, PLEASE READ: This subclass was designed to allow for a lot of customizability, and while I did my best to balance it, it would be near impossible to find every combination that you could use with it. It's quite fun roleplay wise but I'd recommend against letting a minmaxer or power gamer use it since I'm sure I'm missing some sort of exploit with the warlock spell list and paladin abilities. However, it's a good choice if you have a player who wants to play a paladin but doesn't like being bound to one ideal or being lawful.

Pathforger Spells

Having met with darkness in your time as an Oathbreaker, you may prepare spells of levels you can prepare from the warlock spell list. 

Channel Divinity

An Pathfinder paladin of 3rd level or higher gains the following two Channel Divinity options.

Reject Law. As an action, the paladin targets one creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target is charmed, and for 24 hours will view the paladin's actions as perfectly acceptable so long as they do not directly harm the target or creatures the target is friendly with. 

Remade Might. As an action, the paladin channels the lessons learned from their journey. For 10 minutes, they can add 1d10 to all their d20 rolls.

Aura of Self

Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin, gain a bonus equal to your proficiency bonus to any skill check for the paladin's highest ability score

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

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Free Soul

At 20th level, the paladin can, as a bonus action, choose one of the following effects

Unrestrained: your movement speed is doubled and you are unaffected by difficult terrain. You have advantage on saving throws against the restrained and incapacitated conditions. This effect lasts ten minutes or until you use this feature again.

Unassailable: You have resistance to all damage and advantage on saving throws. This effect lasts one minute or until you use this feature again.

Unstoppable: All damage rolls instead use the max damage. This effect lasts 10 minutes or until you use this feature again.

After activating this ability, the paladin can’t do so again until he or she finishes a long rest, or restoring it by spending a 5th level spell slot (no action required)

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