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Oathbreakers

David Hardie

Oathbreaker Paladin Options

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A set of new options for Fallen Paladin in the 5th edition of Dungeons & Dragons

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used
with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019 by David Hardie and published under the Community
Content Agreement for Dungeon Masters Guild.

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Not for resale. Permission granted to print or photocopy this document for personal use only.
The Wager Warlock Patron
David Hardie

Introduction The Fallen


One of the first things you learn in Dungeons A Fallen Oathbreaker is a paladin who may
and Dragons about Paladins is that they are a have once upon a time been a follower of the
class with a built-in fail-state. They are unique Gods, a lover of civility, and a believer in the
among all character classes in that if they do natural order. However, via the temptation of
not satisfy the central roleplaying aims of the dark powers or the corruption of the forces of

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class, then there is the possibility that you can evil, they have discovered a new, evil power
fall, losing your power. It’s a powerful within, and dedicated themselves to that
gameplay danger and an intimidating instead.
consequence of breaking something as solemn This subclass is appropriate for fallen

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as a promise made to a God or the universe, or Paladins who fell because of a dark compact
even to your own moral compass. with an evil entity. Perhaps you have sold your
However, what this means from edition soul to a demon or joined the religion of a dark
to edition varies. In 5th edition the god of chaos and undeath. Perhaps you have
consequences of a paladin’s fall hold less become consumed with rage and jealousy and
gravity than in previous editions – and possibly seek dark powers from those who you once
to the benefit of the class! It’s not fun to lose all chose to fight. This Paladin is rarely, if ever,
your class features, but having them be replaced aligned with the forces of Good. Their powers
by another, more sinister class against your will over Necromancy and undeath are marks of evil

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is an interesting alternative! No loss of power,
but a change in your central concept. For some
characters it can even be preferable to the
classical consequence of just becoming a sub-
itself, corrupting the formerly righteous.

However, that isn't your only option...


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par martial class.
The only problem is that there is no
longer just one way to fall. In old editions, it The Fallen Oathbreaker
was simple. You were Lawful Good. If you
strayed from this, you fell. Now, however, This is how this document will refer to the
paladins can be any alignment, and instead Oathbreaker Paladin subclass which appears
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merely have to follow their Oath. To fall is to on page 97 of the Dungeon Master’s Guide.
break the oath, and there are many different If you wish to know the statistics and
oaths, making the matter of falling a lot more features of that class, you may refer to the
complicated! If an evil Conquest Paladin can DMG.
exist, then if they fall by becoming good and This document will also use
renouncing the path of conquest, does it make “Oathbreaker” to mean any Paladin subclass
which operates without an Oath to follow,
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sense for them to then become the Oathbreaker


paladin in the DMG, with its control over because of falling.
undead and other “Evil” flavored abilities? All other rules surrounding your
The classes below are intended to give Paladin player falling and seeking
DMs more options to turn to when their players atonement (If they wish) remain in place. At
break oaths. There are five new options, your discretion, you may also allow players
spanning several possible reasons for a to begin play as one of these classes, if their
Paladin’s fall, as well as a suggestion for how background calls for it. It’s all up to you.
to recontextualize the old vanilla Oathbreaker. I
hope these are useful to you. Have fun!

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Oathbreakers
David Hardie

The Savage Oathbreaker Spells


A Savage Oathbreaker has lost access to the
A Savage Oathbreaker is a paladin who was spells of their former Oath, and has instead
formerly good, righteous and just, but allowed gained the following Oathbreaker spells at the
their inner righteousness to push them too far in levels listed.
bathing in the blood of their enemies.
Eventually, they became one of the monsters Oathbreaker spells

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that they spent their life hunting, their oath Paladin Spells
eroding away tenet by tenet until they became a Level
savage creature, content to smite anyone for the
smallest slight against them. 3rd Inflict Wounds, Hex

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It's possible that this paladin may not 5th Branding Smite, Shatter
even realize how far they have fallen, their fall
may be a gradual one, where their violence and 9th Vampiric Touch, Blinding Smite
savagery went so unexamined that they slipped 13th Dominate Beast, Wall of Fire
from their lofty perch of moral superiority, into
17th Dominate Person, Insect
a life of knee-jerk fury and violence.
Plague
This subclass is appropriate for any
Paladin who broke their oath due to a long
history of extreme violence against innocent Channel Divinity
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creatures, or of cruel and unusual punishments
against creatures for minor crimes or even
imagined slights. It is normally only
appropriate for Evil characters, leaning chaotic,
At 3rd level, you gain the following two
Channel Divinity options.
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Primal Rage. As an action, you may
but lawful characters might indulge just as well. use your Channel Divinity enter a state of
Upon your fall, replace your Paladin's Oath savage fury for one minute. During this minute,
features with the features of the Savage you may not communicate with your allies
Oathbreaker. vocally, nor may you cast spells which do not
deal direct damage. While in this state,
whenever you would deal damage with a
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Savage Players weapon attack or spell, you deal an extra 1d6


Is your player’s paladin a right fit for a necrotic damage on top of all other damage
Savage? sources. You also become immune to the
• Do they tend to take a “salted earth” Charmed or Frightened conditions. You
approach to fighting monsters, prioritize attacking your party's enemies, but
especially ones with cultures and minds until your Primal Rage ends you must make an
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of their own? action which would deal damage every round,


• Do they show no mercy to the children and if there are no enemies within your reach,
of goblins or orcs? you must target any innocents or allies who
• Do they seem to enjoy the battle to an happen to be within range. If there is no one
uncomfortable degree? within range to attack, you take 1d6 necrotic
• Do they indulge in torture or terror to damage as your rage wells up inside painfully.
get what they want? A Calm Emotions spell ends this effect
immediately.
Try the Savage on them. It may be a perfect
fit… for good or ill.

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Not for resale. Permission granted to print or photocopy this document for personal use only.
Oathbreakers
David Hardie
Turn the Cowardly. As an action, you Magical shields and armor are only
present your holy symbol and threaten all temporarily destroyed in this way, and return to
creatures within 5 feet of you with all of the full functionality after a short rest, but mundane
most creative cruelties you can think of, using equipment is permanently damaged. Natural
your channel divinity. Each creature, friend or Armor may be sundered as well but heals
foe, within 5 feet of you must make a Wisdom naturally at a rate of 2 points of AC per long
saving throw. If a creature fails its saving throw, rest.
it is turned for 1 minute or until it takes

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damage. Additionally, for the rest of the round, Creature of Wrath
you gain the ability to take an unlimited number By 20th level, you have completely lost yourself
of reactions as long as that reaction is an in your own bloodlust. You permanently take

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Opportunity attack against a turned creature on a more savage or primitive form of your
fleeing from you. You may only make one race, and your intelligence is permanently
Opportunity attack against a creature per turn, lowered by 2 points. However, your Strength
but this opportunity attack does not count as rises by 2 points, and your new maximum
“Dealing damage” for the purpose of the strength is 22.
Turned condition, and therefore enemies hit by Whenever you take the attack action,
this opportunity attack will continue to be creatures you deal damage to must make a
turned. If it is possible for you to take this Wisdom saving throw or be frightened of you
attack of opportunity, you must take it, even if

Aura of Savagery
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it is against a creature you regard as an ally.

Starting at 7th level, you and any friendly


for one round. If a creature is frightened in this
way, you may use your reaction to take an
opportunity attack against that creature
whenever they take any action, including the
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Disengage action.
creatures within 10 feet of you deal +1d4
damage to all weapon attacks and spells which
deal damage. However, while you may use your
own healing abilities, any creatures within 10
feet of you cannot heal any creature via magic
or items.
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This aura increases to 30 feet at 18th


level.

Shieldbreaker
Starting at 15th level, you gain a new way to use
your divine smites. Whenever you deal damage
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with your divine smite against a creature


wielding a shield or wearing armor, you may
declare the use of this feature as well. If the
creature is holding a shield, that shield is sliced
in two, becoming useless. If the creature is
wearing armor, you sunder that armor, lowering
the armor's effectiveness by 2 points of AC.
Armor can be sundered in this way multiple
times, lowering its effectiveness by 2 points
every time to a minimum of 10 AC.

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