Paladin
Base Class: Paladin

The path of the Blackguard (sometimes referred to by the name Oathbreaker) can be paved by many different means, typically unique to each paladin that takes part in it. Some Blackguards may have accidentally forsaken their Oath from neglect, ignorance, or unwilling control. Some Blackguards may have purposefully broken or sworn against their Oath. Some Blackguards may have chosen to serve an entity sworn to be forsaken by all other devotions for reasons only they truly know. Although the decisions and reasons are unique, the outcome plays out all the same: the blessing of light within their body fades, and darkness slots itself in as a replacement.

The majority of Blackguards are viewed and perceived by the world as selfish, greedy, and simply evil. It’s up to the Blackguard to either reinforce those people’s beliefs, subvert them, or to repent and return to a more "smiled upon" Oath.

Level 3: Blackguard Spells

You gain Blackguard spells at the paladin levels listed. These spells are always prepared and do not count against your daily number of prepared spells.

Blackguard Spells

Level 3: Channel Divinity

As you become accustomed to this new, dark blessing, you receive the following effects:

Control Undead. As an action, you can expend a use of your Channel Divinity to target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option on it again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect. As an action, you can expend a use of your Channel Divinity channel your darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target becomes frightened of you for 1 minute. When a target is frightened in this way, it must spend its movement to run away from you. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Level 7: Aura of Hate

You, as well as any allied fiends or undead within 10 feet of you, deal additional damage equal to your Charisma modifier (minimum bonus of +1) when making Melee Weapon Attacks and Unarmed Strikes.

When you reach level 18, the radius of this aura increases to 30 feet.

Level 15: Supernatural Resistance

You gain resistance to Bludgeoning, Piercing, and Slashing damage.

Level 20: Dark Lord

As an action, you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you become draped in a deeper shadow. While draped in these shadows, you have the Invisible condition.

While your Aura of Gloom lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest. You may expend a spell slot of 5th level or higher to regain your use of this aura (no action required).

Previous Versions

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8/22/2025 2:53:18 AM
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