Base Class: Paladin
An oathbreaker is a paladin who breaks their sacred oaths made with dark intent to pursue some redemption or serve a higher power for good. Whatever darkness burned in the paladin's heart been extinguished, and they are seeking a path of light.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Majestic Aspect. As an action, you channel the wonders of enthrallment and focus them into a burst of magical essence. 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 is charmed by you for 1 minute. If a creature charmed 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oathbreaker Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Light
Starting at 7th level you, as well any allies within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your 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.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Lord of Light
At 20th level, you can, as an action, surround yourself with an aura of light that lasts for 1 minute. The aura sheds bright magical light in a 30-foot radius around you. Whenever an enemy that has been damaged by you or an ally starts its turn in the aura, it takes 4d10 force damage. Additionally, you and any creatures of your choosing in the aura are draped in radiant light. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this light.
While the aura lasts, you can use a bonus action on your turn to cause beams of light in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes radiant damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
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Posted Sep 27, 2022the level 7 ability comes up the anti charmed of a different paladin subclass
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Posted Sep 18, 2022I love this. but think it should be called something else
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Posted Aug 5, 2020confusing bruh, also first