Dd 5e oathbreaker paladin pdf download
Whatever light burned in the paladin's heart been extinguished. Only darkness remains. A creature can benefit from this feature from only one paladin at a time. At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 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.
Share on. You should be logged in to clone a site. Paladin: Oathbreaker. Control Undead. The Aasimar already offer plenty of synergy with the paladin class through Healing Hands ability and resistance to necrotic and radiant damage. The Fallen subclass doubles down on the evil theme of the Oathbreaker, even offering a racial ability at 3rd level that frightens opponents and lets you deal necrotic damage. Sound familiar? This is an example of perfect synergy and I would give it a gold ranking if we went above purple.
The spells you gain from this bloodline provide you with a couple of smites to play with and free up some spell slots for you. Strength and Constitution are gonna be your choices for the extra ability increases. Choosing a variant half-elf to gain a racial feat from your elf side, and having your elf side be Shadar-Kai to gain Blessing of the Raven Queen will give you some teleportation ability along with resistances when you use the feat, allowing you to move quickly if any creatures escape your Dread Lord aura.
Additionally, a swim speed is always fun to have. Having a breath weapon is a fun addition to the gambit as well. The Ravenite variant even offers you a reaction attack when you take damage. The paladin class is given the ability to choose two skills from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Athletics STR : Your high strength means being able to heavily rely on this skill.
Realistically, Intimidation is more fitting for a character that thrives on striking fear. Medicine WIS : You can literally heal people with your hands already. Backgrounds let you explore who your character has been, what led them to the path of adventuring, and gives you built-in ways that the world interacts with you.
Variant Sailor Pirate. Sailors get Athletics and Perception, one skill from your class, and one skill that is always useful. And what is a pirate, if not a sailor who has broken their oath. Pirates gain the Bad Reputation feature, a feature that means people are afraid of you. Soldiers offer up Athletics and Intimidation, which means only having to choose from four class options, the other side of the charisma coin.
An excellent option that provides a great deal of potentially tragic backstory and the ability to assert your military rank. Variant Noble Knight. This is the PHB suggestion, or at least the Noble background is. The Knight replaces a privilege-based feature with a bit more utilitarian Retainers feature.
Features that you automatically obtain through the Paladin class will appear in Orange and features that you gain through the Oathbreaker subclass will appear in Pink. Divine Sense. This allows you to sense the location of celestials, fiends, or undead within 60 feet of you and to know what they are. Knowing the location of undead 60 feet near you can become pretty important for this class once you start being able to control them.
This is definitely more helpful in this subclass than some others. Lay on Hands. A pool of 5 times your paladin level means a lot of healing from the beginning and a beautiful scaling system are at your disposal. Fighting Style. Your fighting style depends on how you want to play, and each of these can be equally beneficial to the subclass. Paladins can prepare their spells from their list of available paladin spells when they finish a long rest.
Divine Smite. You have the ability to expend a spell slot to deal radiant damage whenever you land a hit with a melee attack. Would be nice if this themed in with your subclass and you could utilize a necrotic smite, but we can dream. Sacred Oath. This is possibly where you become an oathbreaker. The first two spells you gain are Hellish Rebuke and Inflict Wounds, two hugely powerful damage-dealing spells for 1st level spell slots. Oath spells do not count towards your prepared spells.
Channel Divinity. Together, they are your bread and butter, respectfully. Control Undead lets you take control of an undead target with a CR lower than your level for 24 hours if it fails a wisdom saving throw against you. Dreadful Aspect allows you to frighten creatures within 30 feet of you on a failed wisdom saving throw.
You can either increase one ability by 2 points or two abilities by 1. Alternatively you can choose a feature, if you already have great stats this is a great choice. Extra Attack. Crown of Madness stops an opposing creature from attacking your allies and turns them into your weapon, an excellent choice. Darkness creates magical darkness which fits wonderfully into the theme of your character.
Aura of Protection. Friendly creatures get a bonus on saving throws equal to your Charisma modifier while they are within 10 ft of you and you are conscious. You and any fiends and undead within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier.
Hopefully this only bolsters the small group of undead you lead into battle. Bestow Curse gives you multiple options of curses to inflict, and each of them benefits this class hugely.
Aura of Courage. You protect yourself and friendly creatures within 10 feet of you from being frightened while you are conscious. Improved Divine Smite. All of your melee attacks deal an extra 1d8 of damage now.
You are basically infused with divine energy, which again, you should totally talk to your DM about theming to necrotic. Blight is a powerhouse of a necrotic damage dealer, and Confusion basically incapacitates an enemy. Cleansing Touch. You can end spells with a touch on an action.
This is available to you a number of times equal to your Charisma modifier. Supernatural Resistance. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Very straightforward, very beneficial. Your final round of oath spells brings you Contagion and Dominate Person , both of which are genuinely terrifying.
Contagion can last up to seven days! Not to mention the disease options each debilitate one of the six abilities. And Dominate Person does just what it says, giving you complete control of a foe. If the target is a fey or celestial, the damage die becomes a d12, instead of a d8.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses when you complete a long rest. Starting at 2nd level, you can channel your profane energy to fuel dreadful effects. When you use your Channel Will, you can choose one of the following options to use. You must then finish a short or a long rest before using your Channel Will again.
As an action, you target one undead creature you can see within 30 feet of you. 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 Oathbreaker level is immune to this effect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. 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. When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
As normal, you can't increase an ability score above 20 using this feature. A creature can benefit from this feature from only one paladin at a time. Starting at 10th level, whenever you or a hostile creature within 10 feet of you must make a saving throw, the creature gains a penalty to the saving throw equal to your Charisma modifier with a minimum penalty of You must be conscious to grant this penalty. By 11th level, you are so suffused with corruption that all your melee weapon strikes carry profane power with them.
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute.
The aura reduces any bright light in a 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.
Oathbreakers who adopt the corrupted blade aspect have broken their vowels using the sacred power of their divine smite to commit their transgressions. As they were abandoned by the celestial forces that imbue them to power, they turn to dark entities to keep manifesting and increasing their power. For these oathbreakers, sheer power is not a tool for a greater purpose, but an end in and on itself. Starting at 3rd level, you develop your ability to use your smites even further.
Once per turn when you hit a creature with a melee weapon attack, you can spend any amount of dice from this pool, up to an amount equal to your Charisma modifier, and cause additional necrotic damage equal to the amount spent. You can also add those dice to the additional damage caused on a Vicious Smite. Also at 3rd level, you learn how to curse a creature hit by one of your profane smites.
Whenever you hit a creature with a Profane Smite or Vicious Smite, you can spend or forgo 2d8s of additional damage to bestow a curse upon the target. You know a number of curses equal to your proficiency bonus.
Whenever you gain a new level in this class, you can replace one curse you know for a new one. Starting at 6th level, your attacks with melee weapons are considered magical for the purposes of overcoming resistance and immunity to damage.
Also at 6th level, when you miss an attack with a melee weapon against a creature you have previously damaged with this weapon since your last turn, you can use your bonus action to reroll the attack against that creature. At 9th level, whenever you make a melee weapon attack and misses, you can roll one die from your Profane Smite pool to add the number rolled to the result of the attack. At 13th level, whenever you roll initiative and have no uses of your Vicious Smite, you regain one use.
In addition, at the start of your turn, you can choose not deal your Improved Vicious Smite damage. If you do so, the first time you hit a creature on this turn you can affect that creature with one of your Curses.
At 17th level, the damage of your Vicious smite increases in 6d8. This improvement replaces the previous 4d8 improvement. Ghouls are oathbreakers cursed by their transgression, horrendously corrupted by the dark forces. They develop a withering curse that forces them to consume the life force of living creatures in an eternal hunger, using their profane touch to rob this vital energy. Starting at 3rd level, when you cause damage with your Harmful Touch, you regain a number of hit points equal to the necrotic damage you cause.
In addition, once a day when you finish a short rest, you regain a number of Harmful Touch uses equal to your Charisma modifier. At 6th level, whenever you use your Vicious Smite, you can use your reaction to gain a number of temporary hit points equal to the additional necrotic damage caused.
At 9th level, you become able to store the power you drain from your targets. Whenever you reduce a creature to 0 hit points you can use your reaction to absorb its life force. You can have an amount of life force absorbed equal to your proficiency bonus, and you can't absorb more while at your maximum. You can use the life force in the following manners:. At 13th level, whenever you cause necrotic damage to a creature, you can spend your hit die in one of the following manners:.
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