Oathbreaker, Variant (5e Subclass)
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Oath of the Antipaladin
Not all paladins swear loyalty to goodness, honor and morality. Some serve evil deities or their own ambitions. These "Antipaladins" bend others to the will of their depravity, sin and their master (if they acknowledge one.)
|Some antipaladins operate under a facade, |
others are openly tyrannical,
some prefer to remain hidden altogether.
Tenets of the Antipaladin
They Must Bow: you are the master of darkness, and you will be remembered.
Do What You Must: seek out chaos and see it quelled. Follow through by any means necessary.
Forget Everything: who you were before was merely the beginning. You have found a new purpose: a new you.
Embrace the Darkness: the darkness thrives where light is banished. Embrace the darkness, learn to use it against those who would hide within.
Oath of the Antipaladin Spells
|3rd||Bane, Vicious Mockery|
|9th||Fear, Vampiric Touch|
|13th||Blight, Greater Invisibility|
|17th||Banishing Smite, Contagion|
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 Charisma saving throw if it can see you. On a failed save, the target is fFightened 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 against your Paladin DC to end the effect on it.
- Invoke Agony: as an action, you present your holy symbol, invoking your dark master's power to inflict misery. Choose a creature you can see within 60 feet. The creature makes a Wisdom saving throw against your Paladin DC. On a failure, the creature is prone for 1 minute due to the pain inflicted upon them. While prone because of this effect, the creature can't take reactions or bonus actions. At the beginning of each of its turns, the creature may repeat the saving throw. On a failure, the creature must remain prone. On a success, the creature can stand back up again, having been freed from this effect
Upon choosing this Oath at level 3, you can no longer use Lay on Hands on another creature. You can still use it on yourself, however. As an action you may attempt to touch a target and draw on the negative forces and cast Bestow curse. Using this action consumes 10 points from your pool. Also, damage dealt by your Divine Smite class feature is dealt as necrotic, not radiant.
Aura of Malice
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). A creature can benefit from this feature from only one antipaladin at a time. At 18th level, the range of this aura increases to 30 feet.
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
At 20th-level, as an action you can 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 choose 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. You 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 your finish a long rest.