Base Class: Paladin
An Oathbreaker is a paladin who has turned their back on the teachings and tenets they had once devoted their life for. the circumstances surrounding a paladin breaking their oath differ from person to person. While many stray from the path of righteousness to pursue more dark intentions, some find themselves where they have no other choice but to break a vow for the greater good, or perhaps they feel disenchanted after what they had once perceived as morally good proved to not be as faultless as they had initially believed. Oathbreakers of this nature still lose the blessings bestowed upon them by their oath but unlike True Oathbreakers who gain new demented abilities, they find themselves feeling empty and deprived.
Lost Oathbreakers are left to live out the remainder of their lives with a sort of emptiness where divine power and righteous light once existed, with only fragments of lingering divinity or magical powers clinging on to them. The instability of their cores combined with this fragmented divine power awakens new abilities in the hearts of these once mighty paragons, while they may never again compare to their old potential, the desperate hunger of that pervades their soul grants them access to powers unnatural, bending the weave too and from others.
Flickering Divinity
Having broken their oath, you have lost access to much of the blessing of their oath, subsisting only on the lingering remains of what was once a connection to a higher power. while some of the teachings and practices of your oath remain, the unsustainable nature to your power means that regaining uses of your abilities is a far greater ordeal.
- Lay on hands healing, paladin spell slots, and Cleansing Touch can no longer be restored with long or short rests.
- Divine Smite and Improved Divine Smite instead deal non-magical bludgeoning damage.
- Long rests can only restore a single use of either Channel Divinity or Divine Sense.
- Aura of Courage and Aura of Protection have their ranges reduced to 10ft. At the 15th level this increases to 15ft.
Channel Divinity
When you take this path at 3rd level, you gain the following two Channel Divinity options.
Unravelling. As an action, you can focus your mind on the instability of your soul, letting it violently absorb magical energy from it's surroundings by using your Channel Divinity. All creatures within 15 feet of you must make a constitution saving throw or lose take 1d4 force damage and lose a single spell slot (if any). roll a d10 for each affected to determine the level of spell slot it losses (if the number rolled is greater than the highest level spell slot, you may choose the level of spell slot taken) and regain a paladin spell slot of equal or lesser level to the one lost or a use of cleansing touch.
Disrupt Good and Evil. As an action, you evoke some of the distorted celestial power still lingering in your body, twisted by your soul's depravity, using your Channel Divinity. aberrations, celestials, elementals, fey, fiends, and undead within a 30-foot radius circle must succeed on a wisdom saving throw to resist the effects. On a failed save, those creatures have their movement speed halved and cannot cast spells for for 1 minute, they can repeat the saving throw at the start of each of their turns.
Oath Spells
You gain oath spells at the paladin levels listed.
Lost Oathbreaker Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Depravity
Starting at 7th level, all creatures within 5 feet suffer disadvantage on their saving throws.
At 15th level, the range of this aura increases to 15 feet.
Hollowed Spirit
Beginning at 15th level, The void left behind by your lost celestial gifts has torn a rift so large that it can absorb magic and hold it within your soul. As a reaction, you can halve the damage of a single spell attack. Additionally, you recover lay on hands healing equal to damage taken.
Unbound Potential
You have grown accustomed to the nature of your abilities, accepting the path you find yourself on and gaining greater proficiency in controlling it At 20th level, as an action, You unleash a great wave of magic-infused wind and circulate your magical energy to improve your combat prowess for 1 minute. While this feature is active, you gain the following bonuses and penalties:
- You can no longer cast spells or use Channel Divinity.
- You gain resistance to necrotic and radiant damage
- you gain 3 d4s, whenever you make a saving throw, ability check, attack roll, or damage roll, you can add 1d4 to that roll. you regain 1 expended d4 at the start of your turn.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/22/2021 12:36:52 AM
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18
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10
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1.5
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Coming Soon
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Posted May 11, 2024question - may I use this class, or no?
If yes, I'm not able to add it to my collection. Could I create a duplicate?
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Posted Jan 1, 2022added it to my collection but it's not available when selecting Paladin :/