Oathbreaker
Paladin
Level 3: Oath Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oathbreaker Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|
| 3rd | Hellish Rebuke, Inflict Wounds |
| 5th | Crown of Madness, Darkness |
| 9th | Animate Dead, Bestow Curse |
| 13th | Blight, Confusion |
| 17th | Contagion, Dominate Person |
Level 3: Corrupting Will.
Your blasphemous will can corrupt and conquer the souls of others. As a Bonus Action, you can expend a use of your Channel Divinity to force a creature you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target has the Charmed condition for 1 minute. For the duration, you can take a Bonus Action to issue one of the following commands to an affected creature.
Enforce. You can issue a one word command to the creature as if by the Command spell.
Madness. You can command the creature to use its action to attack a creature other than itself of your choice.
The creature can repeat the saving throw at the end of each of its turns, ending the Charmed condition on itself on a
Level 3: Dreadful Aspect.
As a magic 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 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.
You can use this feature a number of times equal to your charisma modifier(minimum of 1) per long rest.
Level 7: Aura of Corruption
Your presence weakens your enemies who dare attempt to escape your wrath. When a creature in your Aura of Protection attempts to Move away from you, you can use your Reaction to force it to make a Charisma saving throw. On a failed save, its Speed becomes 0 until the end of the current turn. Additionally, you have Advantage on the next attack you make against that creature before the end of your next turn.
Level 15: Unyielding Saint
Unholy magic courses through you. You have Resistance to Bludgeoning, Piercing and Slashing damage.
Level 20: Exalted Champion
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. 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.
Additionally, hostile creatures that rely on sight have disadvantage on attack rolls against you and allied creatures within this aura of gloom.
Once you use this feature, you cannot use it again until you finish a Long Rest, or you expend a level 5 spell slot to use it again.