Lightbreaker (5e Subclass)

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Lightbreaker[edit]

Paladin Subclass

A Lightbreaker is a Paladin who once evil used their oath for evil purposes, but has broken their Oath to pursue a brighter ambition or serve the powers of good. Whatever darkness that dwelled in the Paladins heart has been stomped out. Light now burns within them, leaving a desire to bring a positive change.

You must be good and at least 3rd level to become a Lightbreaker. You replace the features specific to your Sacred Oath with Lightbreaker features.

Lightbreakers follow no tenants. They are free to do good however they please. No bond holds them anymore.


Lightbreaker Spells

A Lightbreaker Paladin loses previously gained spells and instead gains the following Lightbreaker spells at the Paladin level listed.

Lightbreaker Spells
Paladin Level Spells
3rd Detect Evil And Good, Cure Wounds
5th Blindness/Deafness, Suggestion
9th Fireball, Counterspell
13th Confusion, Freedom Of Movement
17th Dispel Evil And Good, Mass Cure Wounds


Channel Divinity

A Lightbreaker Paladin of 3rd level or higher gains the following two Channel Divinity options.

Evils Bane. You are now the bane of all evildoers who cross your path. They hate you for what you have become, as you have embraced the light of good. As an action, you can target 1 creature within evil alignment to weaken. The target must make a strength saving throw. On a failed save, the target takes disadvantage on all attack rolls and takes double damage from any successful attack you make for 1 minute. Once used, this effect cannot be used again until after a long rest.

Heroic Treachery. Those who embrace evil see you as little more than a traitor, and you have ebraced this idea of yourself. You see the evil you once committed as a stain upon yourself that you have wiped clean. As an action, you can target a creature under someone else's control you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target is now under your control for the next 24 hours, or until you use this Channel Divinity option again. Once the effect ends, the creature is free to go off on its own, unless it is undead, in which case, it will be destroyed. A creature whose challenge rating is equal to or greater than your level is immune to your Paladins level is immune to this effect.


Aura Of Bond Breaking

You have managed to break the restraints that evil has held you in, and you help others to do the same. Starting at 7th level, you, as well as any creature with an alignment of good within 10 feet of you, gains resistance against being restrained

Rebellious Immunities

No evil can hold you anymore. You are a bastion for good, and have the power to show for it. Starting at 15th level, you gain immunity magical to charming, paralysing and restraining effects.


Heroic Renegade

For those who have truly abandoned evil in all its many forms, true power awaits them. Strike true and good noble warrior, and destroy evil wherever it may be. Starting At 20th level, as an action, you can surround yourself in an aura of light for 1 minute in a 30 foot radius. During this time, you will glow with a bright light, and two interlocking wheels, covered in eyes will surround you.

  • Any enemy within your aura must make a constitution saving throw. On a failed save, the enemy is blinded for 10 minutes.
  • Magical darkness within your aura is dispelled.

After activating the aura, you can't do so again until you finish a long rest.


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