An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.
Source: Dungeon Master's Guide
You gain oath spells at the paladin levels listed.
Oathbreaker Spells | |
---|---|
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 |
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starting at 7th level you, as well any 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.
At 18th level, the range of this aura increases to 30 feet.
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 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.