Oathbreaker (5e Class)
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- 1 Oathbreaker
- 1.1 Creating an Oathbreaker
- 1.2 Tenets of a Broken Oath
- 1.3 Class Features
- 1.3.1 Table: The Oathbreaker
- 1.3.2 Sinful Sense
- 1.3.3 Unbreakable Will
- 1.3.4 Fighting Style
- 1.3.5 Spellcasting
- 1.3.6 Vicious Smite
- 1.3.7 Willful Health
- 1.3.8 Oathless
- 1.3.9 Extra Attack
- 1.3.10 Aura of Despair
- 1.3.11 Aura of Defiance
- 1.3.12 Vicious Avenger
- 1.3.13 Stubborn Conviction
- 1.3.14 Improved Vicious Smite
- 1.3.15 Godless Resistance
- 1.3.16 Godslayer
- 1.3.17 Unstoppable Will
If a paladin willfully violates their Oaths and shows no sign of repentance and draw power from this, the consequences can be serious. An impenitent paladin might be forced to abandon their class and adopt another, such as the Oathbreaker. 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.
Creating an Oathbreaker
If a paladin willfully violates their oath and shows no sign of repentance, the consequences can be serious. An impenitent paladin might be forced to abandon their class, and adopt another. Whether through force of will, or corruption, the Oathbreaker follows a different path. A player can choose to follow the Oathbreaker progression from level 1 and as such never pick an oath, or the player may choose to switch to Oathbreaker upon breaking their oath. Once an Oathbreaker, the paladin abilities are transformed into new abilities as if they had always been that way.
Tenets of a Broken Oath
Godless. The gods lie. The power they would grant you was already yours to command.
Oathless. I will take no oaths. I will follow no laws of god or man. I am subject to my own will alone.
Wordless. What one says is meaningless. What you do, is what you are.
Merciless. Those who are bound to the will of others must be freed. Those who fail to exercise their own will must be purged.
As a Oathbreaker you gain the following class features.
- Hit Points
Armor: All armor, Shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Survival, and Religion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a two handed weapon or (b) one martial weapon and a shield
- (a) five javelins or (b) any simple weapon
- (a) a priest pack or (b) an explorer's pack
- (a) Chain mail or (b) Breast Plate
- (a) a broken holy symbol or (b) a cursed holy symbol
|Features||Oathless Spells||—Spell Slots per Spell Level—|
|1st||+2||Sinful Sense, Unbreakable Will||-||—||—||—||—||—|
|2nd||+2||Fighting Style, Spellcasting, Vicious Smite||-||2||—||—||—||—|
|3rd||+2||Willful Health, Oathless||bane, hunter's mark||3||—||—||—||—|
|4th||+2||Ability Score Improvement||-||3||—||—||—||—|
|5th||+3||Extra Attack||hold person, misty step||4||2||—||—||—|
|6th||+3||Aura of Despair||-||4||2||—||—||—|
|8th||+3||Ability Score Improvement||-||4||3||—||—||—|
|9th||+4||Channel Divinity X2||haste, protection from energy||4||3||2||—||—|
|11th||+4||Improved Vicious Smite||-||4||3||3||—||—|
|12th||+4||Ability Score Improvement||-||4||3||3||—||—|
|13th||+5||Channel Divinity X3||banishment, dimension door||4||3||3||1||—|
|16th||+5||Ability Score Improvement||-||4||3||3||2||—|
|17th||+6||Aura Improvements||hold monster, scrying||4||3||3||3||1|
|18th||+6||Channel Divinity X4||-||4||3||3||3||1|
|19th||+6||Ability Score Improvement||-||4||3||3||3||2|
When you are in the presence of people who committed a sinful act, they start to show signs that reveal to the practiced eye an idea of what they did. As an action, you can open your awareness to detect such signs. 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. 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.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
You touch upon your unyielding will to drive you and your comrades onward, and break your enemies will as well. That will grants you a certain motivational power that returns to you when you take a long rest.
As an action with your will, you can recover hit points equal to your Oathbreaker level x 5.
You can motivate a creature and grant power from will 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 undead and constructs.
You started adopting at a young age a specific style of combat. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Defense While you are wearing armor, you gain +1 bonus to AC.
Dueling 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.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
By 2nd level, you have learned to draw on your own internal strength meditation and will to cast Spells as a Cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.
Preparing and Casting Spells
The Oathbreaker table shows how many Spell Slots you have to cast your Spells. To cast one of your Oathbreaker Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Oathbreaker Spells that are available for you to cast, choosing from the Oathbreaker Spell list. When you do so, choose a number of Oathbreaker Spells equal to your Charisma modifier + half your Oathbreaker level. The Spells must be of a level for which you have Spell Slots.
For example, if you are a 5th-level Oathbreaker, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include four Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Oathbreaker Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.
Charisma is your spellcasting ability for your Oathbreaker Spells, since their power derives from the Strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a Oathbreaker spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell Attack modifier = your proficiency bonus + your Charisma modifier
Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal a damage type of your choice 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 bound by the will of another, if its and undead creature or if the creatures spells are derived from a deity (the damage type can only be chosen once per attack, and must remain the same after chosen).
By 3rd level, your refusal to give in makes you immune to disease and poison.
You have either chosen not to take an oath, or to break it. This grants you features at 3rd level and again at 7th, 15th, and 20th level (Still need to come up with feature for 7th, 15th, and 20th). Those features include Oathless Spells and the Channel Will feature.
Oathless Spells While paladins gain spells associated with their oath, you gain special spells due to your refusal to take one in much the same way. You can access to these spells at the levels specified in the Oathless description. Once you gain access to an Oathless spell, you always have it prepared. Oathless Spells don’t count against the number of Spells you can prepare each day. (Oathless spells currently pulled from Oath of Vengeance Oath Spells, Subject to change)
Channel Will Your refusal to keep an Oath allows you to channel the power within yourself to fuel magical effects. Each Channel Will option provided by Oathless explains how to use it. When you use your Channel Will, you choose which option to use. You must then finish a short or Long Rest to use your Channel Will again. Some Channel Will effects require saving throws. When you use such an effect from this class, the DC equals your Oathbreaker spell save DC.
Dreadfull Aspect As an action, you channel your unrelenting will and focuses it 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 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. DC = 10 + Charisma modifier + proficiency bonus. 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. If it fails it gets controlled by you (vampire spawns, undeads, summons).
Vow of Justice As a bonus action, you can utter a vow of justice against an enemy creature you can see within 10 feet of you, using your Channel Will. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Aura of Despair
Starting at 6th level, whenever any enemy creature within 10 feet of you must make a saving throw, the creature gains a negative to the saving throw equal to your Charisma modifier (with a minimum of -1). You must be conscious to create this effect. Frightened Creatures who are in the range of your aura can be attacked with advantage.
At 17th level, the range of this aura increases to 30 feet.
Aura of Defiance
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). A creature can benefit from this feature from only one paladin at a time.
At 17th level, the range of this aura increases to 30 feet
By 7th level, your supernatural focus helps you close off a foe’s retreat. 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. This movement doesn’t provoke opportunity attacks.
Starting at 10th level, you and friendly creatures within 10 feet of you can't be Frightened or Charmed while you are conscious.
At 17th level, the range of this aura increases to 30 feet.
Improved Vicious Smite
By the 11th level, your will has become so strong that all your melee weapons transmit your willful might. Whenever you hit a creature with a melee weapon, the creature takes extra 1d8 of the damage type chosen. If you also use your Vicious Smite with an attack, you add this damage to the extra damage of your Vicious Smite.
Beginning at 14th level, you gain resistance to bludgeoning, piercing, and slashing damage.
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. You can, as an bonus action, surround yourself with an aura of emptiness that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Any enemy in the aura must make a DC 21 (DC 25 if they derive their power from an entity, powerful being, or god) will save to avoid being frightened. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 2d10 psychic damage. These individuals are then wrecked with terrible feelings, visions, and hallucinations of emptiness or horrible acts of their god.
Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Affected Creatures see these as terrifying beings. 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 visions 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 4x your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
At 17th level, the range of this aura increases to 60 feet (to match Sinful Sense) and deals 4d10 psychic damage. 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.
At 20th level, the gods have abandoned you to your luck. You can use your Godslayer ability a number of times equal to your Charisma modifier, but while using it, each time it is your turn you receive 1d12 of psychic damage. If your hit points reach 0 this way you die without making any death saving throws, instead, you make purge saving throws. If you succeed on all three saving throws you are stabilized, if you die your soul and body become property of a devil lord, who takes control of your body and gets summoned. The only way to recover from this effect is by a Wish spell or Divine intervention feat.
Also, for up 1 hour, you can assume the form of an angelic or devilish being by your own powers, giving the following benefits:
- Wings sprout from your back and grant you a flying speed of 60 feet;
- Even if an enemy passes the will save from the aura, it needs to roll again each turn;
- Enemy creatures within 10 feet o f you have disadvantage on saving throws against your paladin spells and Channel Divinity options.