Oathbreaker (5e Class)

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Oathbreaker[edit]

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.

Tenets of a Broken Oath[edit]

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.

Creating an Oathbreaker[edit]

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.

Quick Build

You can create an Oathbreaker quickly by following these steps: first, Strength should be your higher score, followed by Constitution and Charisma. Second, choose the Criminal or the Haunted One background. Finally, choose a martial weapon, a shield, five javelins, an explorer's pack and a chain mail as your starting equipment.

Class Features

As a Oathbreaker you gain the following class features.

Hit Points

Hit Dice: 1d10 per Oathbreaker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Oathbreaker level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Deception,Insight, Intimidation, Persuasion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Oathbreaker

Level Proficiency
Bonus
Features
1st +2 Harmful Touch, Fighting Style
2nd +2 Vicious Smite, Channel Will
3rd +2 Aspect
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Aspect Feature
7th +3 Aura of Hate
8th +3 Ability Score Improvement
9th +4 Aspect Feature
10th +4 Aura of Despair
11th +4 Improved Vicious Smite
12th +4 Ability Score Improvement
13th +5 Aspect Feature
14th +5 Ability Score Improvement
15th +5 Supernatural Resistance
16th +5 Ability Score Improvement
17th +6 Aspect Feature
18th +6 Aura Improvement
19th +6 Ability Score Improvement
20th +6 Dread Lord

Harmful Touch[edit]

Starting at 1st level, your profane energy can bring death and destruction upon those you touch. As a bonus action, you can cause necrotic damage equal to 5 + your Oathbreaker level to a creature you touch.

Alternatively, you can reduce the damage in 5 to, instead, impose the poisoned condition to a creature. The condition lasts until the end of your next turn.

You can use your harmful touch three times, and regain your uses when you complete a short or long rest.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. 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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +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 reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Vicious Smite[edit]

At 2nd level, when you hit a creature with an attack from a weapon, you can channel necrotic energy trough your attack, causing necrotic damage to the target, in addition to the weapon's damage. You cause additional 1d8 necrotic damage.

The additional necrotic damage increases as you gain levels in this class, becoming 2d8 at 5th level, 3d8 at 11th level and 4d8 at 20th level. 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 short or long rest.

Channel Will[edit]

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.

Control Undead

As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). 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.

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 Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) 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 Wisdom saving throw to end the effect on it.

Ability Score Improvement[edit]

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.

Aura of Hate[edit]

Starting at 7th level you, as well any friendly fiends and undead 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.

Aura of Despair[edit]

Starting at 10th level, whenever a hostile creature within 10 feet of you must make a saving throw, they gain a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to grant this penalty.

Improved Vicious Smite[edit]

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.

Godless Resistance[edit]

Beginning at 15th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Aura Improvement[edit]

At 18th level, the radius of your auras increase to 30 feet.

Dread Lord[edit]

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 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 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. 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 you finish a long rest.

Aspects[edit]

Corrupted Blade[edit]

Oathbreakers who adopt the corrupted blade aspect have broken their vows 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.

Profane Smite

Starting at 3rd level, you develop your ability to use your smites even further. You gain a pool of profane dice equal to 3 + your Charisma modifier, and your profane die is a d8.

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.

You regain all spent dice when you complete a short or a long rest.

Cursed Strikes

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.

When a curse requires a saving throw, you calculate the save as follows: 8 + your proficiency bonus + your Charisma modifier.

Magical Blade

Starting at 6th level, your attacks with melee weapons are considered magical for the purposes of overcoming resistance and immunity to damage.

Blood Seeker

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.

Homing Strikes

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.

Curse Harvester

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.

Improved Profane Smites

At 17th level, the damage of your Vicious smite increases in 5d8. This improvement replaces the previous 4d8 improvement.

Curses
Curse of Enfeeblement. The target must succeed on a Strength saving throw, or the damage dealt by its weapon attacks is reduced by half until the start of your next turn. In addition, for the duration the target have disadvantage on Strength checks and saves.
Curse of Blindness. The target must succeed on a Constitution saving throw, or the target is blinded until the end of your next turn.
Curse of Dread. The target is frightened by you until the end of your next turn. You can also deal psychic damage with this smite, instead of necrotic.
Curse of Sickness. The target is poisoned until the end of your next turn. You can also deal poison damage with this smite, instead of necrotic.
Curse of Immolation. The target takes 1d8 fire damage at the start of its next turn, and 1d8 fire damage at the end of each of its turns afterwards. The target or another creature must use an action to put of the flames. You can also deal fire damage with this smite, instead of necrotic.
Curse of Paralysis. The target must succeed on a Constitution saving throw or is paralyzed until the end of your next turn.

Ghoul[edit]

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.

Vampiric Touch

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.

Life Drinker

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.

Draining Life Force

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:

  • While you have at least one life force absorbed, you have advantage on your Dexterity saving throws and initiative rolls.
  • You can spend 1 life force to gain one additional use of your Harmful Touch feature.
  • You can assume the appearance of the deceased creature, if the creature is an humanoid. This works as the alter self spell.
Enhanced Drainage

At 13th level, whenever you cause necrotic damage to a creature, you can spend your hit die in one of the following manners:

  • You roll any amount of hit dice and cause additional damage equal to the number rolled on the dice. The maximum damage caused by these hit dice can't be higher than the necrotic damage already caused.
  • You roll any amount of dice and regain a number of hit points as if you had completed a short rest. You can't regain more hit points with these hit dice than the amount of necrotic damage caused.
Improved Life Drinker

At 17th level you gain temporary hit points equal to twice the amount of additional necrotic damage caused by your life drinker feature.

In addition, whenever you are at half your maximum hit points or lower and cause necrotic damage with your Improved Vicious Smite, you regain hit points equal to the necrotic damage caused.

Executioner[edit]

Executioners are oathbreakers who have broken their vows upon killing a creature they weren't supposed to. Corrupted by this action, they embrace the aspect of the executor, delivering death to anyone who crosses their paths.

Execution

Starting at 3rd level, you can slain your enemies with a single strike. You have a pool of execution dice represented by an amount of d8s equal to your Executioner level.

When you hit a creature with a melee weapon attack, you can spend a number of these dice equal to half your executioner level or less. You deal additional necrotic damage with this attack equal to the amount rolled on the dice.

You regain all your spent execution dice when you finish a long rest.

Bloodlust

At 6th level, when you roll initiative and have no execution dice last, you regain an amount equal to your proficiency bonus.

Coup de Grace

Starting at 9th level, you can handle helpless victims with a single strike. Once per turn when you hit a creature that is incapacitated, paralyzed or prone, the creature must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Focused Strike

Starting at 13th level, once per turn when you hit a creature with an attack made as part of the Attack action, you can sacrifice one of your attacks to deal additional 2d10 damage to that target.

Executor's Rampage

At 17th level, whenever you reduce a creature to 0 hit points using your Execution or Focused Strike features, you can use your reaction to take an extra turn.

Once you use this feature, you can't use it again until you finish a long rest.

Fallen Knight[edit]

Fallen knights were oathbreakers devoted to protect a realm or individual, but failed in their task, either by betraying those who they were loyal to, or by showing cowardice were courage was required. These knights replace the desire to protect for the lust for vengeance.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Vengeful Strike

Starting at 3rd level, when you are hit by an attack from a creature within 5 feet, all attacks made against the attacker are made with advantage until the end of your next turn, or until you hit that creature, whichever happens first.

In addition, you gain a special reaction, which you can use to make an attack against the attacker. If this attack hits, you cause extra damage to the target equal to half your Oathbreaker level. You can only use this special reaction a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Retaliate

At 6th level, whenever a creature hit you with an attack, you can add your Strength modifier to your AC as a reaction, potentially causing the attack to miss. If the attack misses, the attacker take half damage it would cause to you.

You can use this ability a number of times equal to your Strength modifier, and you regain your uses after a long rest.

Avenging Dash

Starting at 9th level, whenever a creature within 30 feet causes damage to you, you can use your reaction to move up to your movement speed towards that creature. If you end your movement within 5 feet of it, you can use your Vengeful Strike reaction against it.

Devastating Charge

At 13th level, if you move at least 10 feet in a straight line before attacking a creature and you hit it with the attack, you cause additional damage equal to 1d6 for each 10 feet moved before the attack. You can only cause this ability once in per turn.

Avenging Knight

Starting at 17th level, you can use your Avenging Dash once in each turn (except your own turn) without using a reaction.

In addition, you can use your Vengeful Strike reaction without limit of uses.

Brute[edit]

Brutes are paladins who broken their vows by using the strength granted by divine powers as a means to accomplish selfish goals. Those paladins were bullies, aggressors and use pure strength to impose submission to those who they encounter.

Brutal Strike

At 3rd level, whenever you hit a creature with an attack, you can cause that attack to be a critical.

Once you use this ability, you can't use it again until you finish a long rest. At 13th level you can use this ability twice. You regain all uses of this feature when you roll a 20 on an attack roll against a hostile creature.

Brute Force

Also at 3rd level, you gain a special die, the brute force die, which is a d4. Whenever you make an attack using Strength, a Strength saving throw or a Strength check, you can add this die to the result of the check. You can also add this die to a damage roll of an attack using Strength.

Once you use this die, you can't use it again until the start of your next turn. The size of the die increases to 1d6 at 9th level, 1d8 at 13th level and 1d10 at 17th level.

Brutal Critical

Beginning at 9th level, you multiply the damage die of your critical hits by three, instead of two, when determining the extra damage for a critical hit with a melee attack.

Devastating Might

At 13th level, when you hit a creature with a Brutal Strike, you add your Oathbreaker level to the damage of the attack.

Overwhelming Power

At 17th level, once in each of your turns, you deal additional damage equal to twice your Strength modifier.

Blackguard[edit]

Blackguards are oathbreakers who have betrayed their gods, and now serve to dark and eldritch entities. The lost of divine power left an emptiness inside their soul, that can only be filled with arcane power. To achieve this power, they are willing to embrace darkness trough dangerous deals with powerful entities, exchange service, life or even their immortal souls to gain a mere sliver of their former power.

Blackguard
Level Cantrips Known Spells Known Spell Slots Slot Level
3 2 2 1 1st
4 2 3 2 1st
5 2 3 2 1st
6 2 3 2 1st
7 2 4 2 2nd
8 2 5 2 2nd
9 2 5 2 2nd
10 3 5 2 2nd
11 3 6 2 2nd
12 3 6 2 2nd
13 3 7 2 3rd
14 3 7 2 3rd
15 3 7 2 3rd
16 3 8 2 3rd
17 3 8 2 3rd
18 3 8 2 3rd
19 3 9 2 4th
20 3 9 2 4th
Pact Magic

By the time you choose this martial subclass at 3rd level, your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the warlock table.
Spell Slots
The Blackguard table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Blackguard spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Blackguard spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your Blackguard spells, so 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 Blackguard 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Blackguard spells.
Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Eldritch Smite

Also at 6th, once per turn when you hit a creature with your pact weapon, you can expend a Blackguard spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

In addition, whenever you cast a Blackguard cantrip using an action, you can make an attack as a bonus action.

Eldritch Strike

At 9th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Secrets

At 13th level, you can choose one spell of 5th-level or lower from the warlock spell list. You can cast this spell once, and regain the ability to do so after completing a long rest.

In addition, whenever you use your Vicious Smite, you can cast a Blackguard spell using a bonus action.

Arcane Warrior

At 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the oathbreaker class, you must meet these prerequisites: 13 Strength and 13 Charisma.

Proficiencies. When you multiclass into the oathbreaker, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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