Base Class: Paladin
Choosing to be an oathless is no small decision. Turning your bath on an oath typically has dire consequences for a paladin, as broken oaths hold dark emotions and powers. However, when the entity ypu swore your oath to turns its back on itself, thag opens up the opportunity to cleanly break your oath with honor rather than darkness. This path marks the start of your journey righting wrongs committed all across the realm.
Protect: Protect those who cannot protect themselves
Instinct: Trust your instincts when choosing your path
Mirror: Return kindness with kindness. Return dishonor with dishonor
Oathless Spells
An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | hellish rebuke, healing word |
| hold person, prayer of healing | |
| 9th | beacon of hope, bestow curse |
| 13th | |
| 17th | greater restoration, dominate person |
Channel Divinity
An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
Honor the Dead. As an action, the paladin targets one undead 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 cleansed of its negative energy and becomes a spirit. The spirit will obey the paladin’s commands for the next 24 hours before peacefully moving on to the afterlife. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.
Invoke Spirit. As a bonus action, the paladin invokes a spirit of the honorable dead. Choose a spirit type. For the next minute, the paladin gains the effects of the chosen spirit.
- Tank: Whenever you hit a creature with an attack, that creature must make a wisdom saving throw with a dc equal to your spell save dc or gain disadvantage on attack rolls against creatures other than you. Creatures who succeed this saving throw are immune to this effect until the start of your next turn.
- Warrior: Whenever a creature misses an attack roll against you or a creature within 5ft of you, you may use your reaction to make an additional attack against them.
Aura of Empowering
Starting at 7th level, the paladin, as well any creatures of your choice within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Protective Ward
At 15th level, the paladin, as a reaction, can give itself resistance to an attack. It can use this feature a number of times equal to your proficiency bonus.
Einherjar
At 20th level, the paladin can, as an action, surround himself or herself with an aura of courage that lasts for 1 minute. The aura of bright light appears in a 30-foot radius around the paladin. Whenever an enemy starts its turn in the aura, it takes 3d12 radiant damage. Additionally, the paladin and creatures he or she chooses in the aura are wrapped in bright light. Creatures that rely on sight have disadvantage on attack rolls against creatures qrapped in this manor.
While the aura lasts, creatures wrapped in light are headed for 2d12 hit points at the start of their turn.
After activating the aura, the paladin can’t do so again until he or she finishes a long rest.
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