The Oathbreaker

Search GM Binder

Oathbreaker

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been destroyed, leaving only darkness.

A paladin must be neutral or evil to become an Oathbreaker. You replace the paladin features specified as well as the features specific to your Sacred Oath with Oathbreaker features. At your DM's discretion, you may gain the modified Lay on Hands and Unholy Smite of the Oathbreaker before you reach 3rd level, representing the different path you tread.

Oathbreaker Spells

You gain oathbreaker spells at the paladin levels listed.

Oathbreaker Spells
Paladin Level Spells
3rd arms of darkness*, inflict wounds
5th crown of madness, ray of enfeeblement
9th animate dead, summon lesser demons
13th shadow of moil, summon greater demon
17th level danse macrabe, negative energy flood

Lay on Hands

Starting at 1st level, your unholy power can knit together the flesh of undead and fiends instead of healing the wounds of others. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a fiend or undead and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on creatures other than fiends or undead.

Unholy Smite

Starting at 2nd level, your power manifests differently than most paladins, granting you an Unholy Smite instead of a Divine Smite. When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a celestial.

Channel Divinity

When you break your oath at 3rd level, you gain the following two Channel Divinity options.

Control Undead. As an action, you can target one undead creature you can see within 30 feet of you. The target must make a Charisma 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 again.

An undead whose challenge rating is equal to or greater than the your level is immune to this effect.

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

Aura of Hate

Starting at 7th level, you, as well any friendly fiends and undead 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.

Improved Unholy Smite

By 11th level, your unholy power grants you an Improved Unholy Smite instead of an Improved Divine Smite. You are so suffused with blasphemous might that all your melee weapon strikes carry unholy power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Unholy Smite with an attack, you add this damage to the extra damage of your Unholy Smite.

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Dread Lord

At 20th-level, you can, as an action, 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 and creatures you chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura 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. If the attack hits, 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. ​

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.