oathbreaker book 5e
Whatever light burned in the paladin's heart been extinguished. EDIT: Many of the variant rules read like Dragon Magazine articles that added little options here and there. Paladins who break their oaths may take this class when they change from their original class, or they may choose to take this class instead of taking an oath. Starting at 7th level, any creatures allied to you within 10 feet of you and you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). Frightened Creatures who are in the range of your aura can be attacked with advantage. I am subject to my own will alone. While the aura lasts, you can use a bonus action on your turn to cause the visions in the aura to attack one creature. It also has an inset titled "Oathbreaker … At 17th level, the range of this aura increases to 60 feet (to match Sinful Sense) and deals 4d10 psychic damage. When the flavor has been changed so that this template is no longer applicable please remove this template. You regain all expended Spell Slots when you finish a Long Rest. Also, damage dealt by your Divine Smite class feature is dealt as necrotic, not radiant. On a failed save, the target is frightened of you for 1 minute. Within the same radius, you also detect the presence of any place or object that has been used or have a connection to the act. If you also use your Vicious Smite with an attack, you add this damage to the extra damage of your Vicious Smite. Whatever light burned in the paladin's heart been extinguished. 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. When the flavor has been changed so that this template is no longer applicable please remove this template. Each creature of your choice within 30 feet of you must make a Charisma saving throw if it can see you. You gain oath spells at the paladin levels listed. Using this action consumes 10 points from your pool. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 2d10 psychic damage. The Oathbreaker subclass of the Paladin can be found in the Dungeon Master's Guide. Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. At 20th-level, as an action you can surround yourself with an aura of gloom that lasts for 1 minute. Edit this Page | All stubs. After activating the aura, you can't do so again until you finish a long rest. When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, 'Swift death to you who have wronged me.' At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. My thought was to get some spells that are unusual for the Paladin. 5th Edition Paladin Guide.pdf Free Download. Page 97 in the Dungeon Master's Guide defines the Oathbreaker. Each Channel Will option provided by Oathless explains how to use it. The 5e DMG scavenged the good bits from earlier editions. Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Oathbreaker level after 1st. Saving Throws: Wisdom, Charisma A creature can benefit from this feature from only one antipaladin at a time. In Oathbringer, the third volume of the New York Times bestselling Stormlight Archive, humanity faces a new Desolation with the return of the Voidbringers, a foe with numbers as … With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. When you finish a long rest, you regain all expended uses. What one says is meaningless. As an action, you can open your awareness to detect such signs. At 17th level, the range of this aura increases to 30 feet. Great Weapon Fighting Your refusal to keep an Oath allows you to channel the power within yourself to fuel magical effects. I think a fallen Paladin should just be a Fighter of half his original Paladin XP total. Starting at 6th 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). If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be serious. Those features include Oathless Spells and the Channel Will feature. The aura reduces any bright light in a 30-foot radius around you to dim light. In 5e paladins don't need to follow a deity and their power comes from their innate unshakeable belief in their oaths. Dreadfull Aspect If your hit points reach 0 this way you die without making any death saving throws, instead, you make purge saving throws. This feature has no effect on undead and constructs. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You can use this feature a number of times equal to 1 + your Charisma modifier. Or it has been twisted into something darker. Whenever you hit a creature with a melee weapon, the creature takes extra 1d8 of the damage type chosen. If you do not understand the idea behind this page please leave comments on this page's, https://www.dandwiki.com/w/index.php?title=Oathbreaker_(5e_Class)&oldid=1409594. A paladin must be evil to become an Oathbreaker. Paladin Spell List Giger's 5e D&D - Wikidot. Oathbreaker (5e Class) This page is incomplete and/or lacking flavor. While you are wearing armor, you gain +1 bonus to AC. Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened or Charmed while you are conscious. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. Upon choosing this Oath at level 3, you can no longer use Lay on Hands on another creature. The gods lie. Those who fail to exercise their own will must be purged. You prepare the list of Oathbreaker Spells that are available for you to cast, choosing from the Oathbreaker Spell list. If you don't, you don't need to buy them. Oathbreaker An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. At 15th level, your capabilities to hunt and sunder sinners or those who are bound to other's will becomes even stronger and more determined. Jump to: navigation, search. You must be wielding a shield. Those who are bound to the will of others must be freed. You can, as an bonus action, surround yourself with an aura of emptiness that lasts for 1 minute. An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Only darkness remains. Casting the spell doesn't remove it from your list of prepared Spells. A paladin must be evil and at least 3rd level to become an Oathbreaker. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. As an action with your will, you can recover hit points equal to your Oathbreaker level x 5. This page is incomplete and/or lacking flavor. So playing with ideas for the Oathbreaker. Also, when you make an aura attack as bonus action, the creature takes an extra 4x Charisma modifier for each sin you know it has committed. You make a melee spell attack against the target. An oathbreaker is a paladin who still has that internal strength of conviction but has lost the spark that guided them before. Starting at 1st. An impenitent paladin might be forced to abandon their class and adopt another, such as the Oathbreaker. Until the end of your next turn, you can sense if a person within 60 ft. has done any good or bad act or deed, you will know if the deed is good or bad and also the person who committed the act; however, you can't know what is the deed itself. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Any creature who's spells are derived from a deity, or is bound to the will of another (such as an undead servant) has disadvantages in those saving throws.