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## Dark Knight (Oathbreaker Variant) Typically, an Oathbreaker is a Paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the Paladin's heart been extinguished. Only darkness remains. However, there are also some who have instead trained extensively to hone their inner darkness, swearing an Oath to use its power to protect others. They are not bound by the rules of kings, gods, or nations, as they act only on their own accord, with no regard to how others may view them. These Paladins are also known as Dark Knights, and they are often seen as outcasts and heretics. Not all of these Dark Knights are evil, but few are truly good. ### Oath Spells You gain Oath Spells at the Paladin Levels listed. | Paladin Level | Spells | |:---:|:-----------| | 3rd | *Hellish Rebuke, Inflict Wounds* | | 5th | *Shadow Blade, Darkness* | | 9th | *Vampiric Touch, Bestow Curse* | | 13th | *Blight, Phantasmal Killer* | | 17th | *Enervation, Dominate Person* | ### Dark Smite When you take this Oath at 3rd Level, when you use your Divine Smite feature, it deals Necrotic damage instead of Radiant damage, increasing by 1d8 if the target is a Celestial. At 11th Level, this feature extends to your Improved Divine Smite feature. ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. * **Dreadful Aspect**: As an action, you channel the 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 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 Wisdom saving throw to end the effect on it. * **Black Shield**: When you're hit with a Melee Weapon Attack, you can use your Reaction to add your Proficiency Bonus to your Armor Class until the end of your turn. Regardless whether or not the attack hits, you gain Temporary Hit Points equal to your Paladin Level plus your Charisma Modifier (minimum of +1). These Temporary hit points last until the end of your next turn. ### Aura of Hate Starting at 7th level, any allies within 10 feet of you gain a +1 bonus to melee weapon damage rolls, and can subtract your Charisma modifier (minimum of +1) from the damage of attacks that deal bludgeoning, piercing, or slashing damage. 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, and the damage bonus increases to +2. ### Supernatural Resistance At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, You also gain resistance to necrotic damage. ### Dread Lord At 20th level, you can, as a bonus 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 any creatures of your choosing 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. In addition, you can select one of your Oath Spells, and while Dread Lord is active, you can cast it once without concentration, and only for that Oath Spell. After activating the aura, you can't do so again until you finish a long rest.