Oathbreaker
Neither Tenet nor Ideal remains. 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 has been extinguished. Only darkness remains.
| Level | Spells |
|---|---|
| 3 | Hellish Rebuke, Inflict Wounds |
| 5 | Crown of Madness, Darkness |
| 9 | Animate Dead, Bestow Curse |
| 13 | Blight, Confusion |
| 17 | Contagion, Dominate Person |
Subclass Features
Control Undead
Your divine power has been twisted to compel the Undead to fight. As an action, you target one Undead creature you can see within 30 ft of you using your Channel Divinity. The target must make a WIS 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 your Paladin 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 using your Channel Divinity. Each creature of your choice within 30 ft of you must make a WIS 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 ft away from you, it can attempt another WIS saving throw to end the effect on it.
Oath Spells
Your Oath and devotion grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Aura of Hate
You and allies and Undead within your Aura of Protection, gain a bonus to melee weapon to hit rolls equal to your CHA modifier (minimum of +1). A creature can benefit from this feature from only one Aura of Hate at a time.
Supernatural Resistance
The powers of undeath seep into your being as you tread down evil paths. You gain resistance to Bludgeoning, Piercing, and Slashing damage from non magical weapons.
Dread Lord
You can, as an action, surround yourself with an Aura of Gloom that lasts for 1 minute. The aura reduces any Bright Light within your Aura of Protection to Dim Light.
Whenever an enemy that is Frightened by you starts its turn in the aura, it takes 1D10 Psychic damage + your CHA modifier (Minimum 1).
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 1D10 plus your CHA modifier (Minimum 1).
Once you use this feature, you can't use it again until you finish a long rest or you expend a 5th level spell slot to regain the use of this feature (No action required).