- Oath Of Treachery
- Oathbreaker Paladin Dmg Page
- Oathbreaker Paladin Spells
- Oathbreaker Paladin Fifth Edition
- Oathbreaker Paladin Dmg Build
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.
Oath Spells
Dungeon Master’s Guide. An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options. The Oathbreaker, an evil archetype for the Paladin, is found in the Dungeon Master's Guide and we sit down to create one. One can't become an Oathbreaker casually. You've been a Paladin for three.
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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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. 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 paladin 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 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.
Aura of Hate
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.
Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Dread Lord
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.
Welcome back to part 2 of an extensive look at the Dungeons & Dragons 5th edition Dungeon Master's Guide. Part one is here.Oath Of Treachery
I am trying to write these to give you an idea of what is in the book so that you can decide if it is something you like. It is tricky to figure out how much is OK to show you. I could fill this column with photos of the charts (because I love them) but I shouldn't be giving the content away. So basically I am trying to say that I took a bunch of pictures of charts and then deleted them.
Part 2: Master of Adventures
This section kicks off with a full page image of the tarrasque, which is awesome. I was sure it was re-used art from the cover of a 4e issue of Dragon magazine, but it's not. I have them both here for the sake of comparison. How weird - they are very similar and they appear to be by the same artist, but it's a different piece. I like it, it's just weird.
On the very next page is a full page piece of art of Baba Yaga's hut! How crazy is that? I just finished running that adventure. They even included the skull fence and their glowing eyes (who shot down my DCC RPG players' spaceship... long story).
Chapter 3: Creating Adventures
I need to wear gloves when I read these books. There's something gross about my thumbs that causes the ink in these books to just rub right off. The 4e books were much worse than these in that regard, though.
This chapter starts off by detailing the basic concepts of making an adventure, and then gives piles of charts with ideas for you to use. I love charts. These are great. There's lists of goals for dungeon adventures, types of villains, adventure introductions... amazing. One that is especially useful to me is the list of adventure climaxes. I am terrible at making interesting final encounters.
There's lists for event-based adventures, and discussion of how to run a mystery. There's even a great chart of plot twists!
Combat Encounters
Then we get into an important area. Combat Encounter difficulty. Basically, the book gives you an XP value per PC. So, a medium challenge for a 1st level PC would be a monster or monsters worth 50 XP. If you have a party of 4 1st level PCs, a medium difficulty encounter would have monsters worth 200 XP. If you are throwing 1 monster at this party worth 200 XP, that's fine. But if it's four 50 XP monsters, that's a little tougher, so there's a formula to know what is a challenge.
According to the DMG, the average band of heroes can handle 6 to 8 encounters in a day, and will take two short rests.
There's a few pages on when to use random encounters that feels spot-on. There' a nice sylvan forest random encounter chart, complete with a picture of an owlbear with blood on its' beak. Someone at Wizards really has a thing for owlbears, huh?
Chapter 4: Creating Non-Player Characters
I love NPCs! We get piles o' charts to help detail your NPCs, from appearance to abilities. I especially like the charts on ideals and the one on secrets. A lot of this stuff is right out of Chris Perkins' DM Experience columns.
We get into NPC party members. Here is a golden rule for you which is laid out right away: 'Any NPC that accompanies the adventurers acts as a party member and earns a full share of experience points.' This comes up a lot, especially if the PCs have rescued prisoners in a dungeon or are working on a pirate ship or something. It does make sense that the PCs would have their pirates follow them into combat. Sharing XP will put a halt to that in a big hurry and you won't have to run these gigantic, unwieldy encounters.
There's a cool optional rule for loyalty. An NPC has a secret loyalty score that the DM tracks. The max score is equal to the highest CHA score among the PCs.
The section on villains is phenomenal. So many ideas! The list of villainous schemes alone is enough to get you all fired up.
Then we get in to some character concepts for villains or evil clerics. There's a cleric of death and an oathbreaker paladin (a paladin who betrayed his god's cause and now serves evil).
Chapter 5: Adventure Environments
Oathbreaker Paladin Dmg Page
This is another great section, featuring stuff for dungeons and wilderness adventures. There's almost a full page devoted to slimes and molds. At the end is a few pages of traps, which are all the classics.
There's also more settlement material, including a tavern name generator. I rolled 'The Barking Satyr'.
I love the section on foraging. If you look through the AD&D Wilderness Explorer's Guide, Gary Gygax made this ridiculously intricate system for fishing, hunting and foraging which was just way too unwieldy to implement (I tried). Foraging in 5th edition is simple. Make a Wisdom(Survival) check. The DC varies depending on where you are, obviously. On a success, toll d6+WIS. That's how much food in pounds you find. Roll again for water, which you find in gallons. A small or medium creature needs 1 pound of food and one gallon of water per day.
We get prices for vehicles. A sailing ship is 10,000 gp. There's some great notes about owning a ship. Each crew member must be paid 2 gp per day, and a ship has a damage threshold. A sailing ship has a threshold of 15, which means you have to do more than 15 damage in a single shot to damage it at all.
Repairing a ship costs 20 gp per day, and you can fix 1 hit point per day. A sailing ship has 300 hit points, so wow that might take a long time. I like it!
Chapter 6: Between Adventures
This chapter deals with the 'Downtime' system, a handy way to do stuff that's always been a royal pain to do in D&D. We're talking stuff like running a business (which has an epic chart), building a stronghold and even CAROUSING.
Oathbreaker Paladin Spells
The stronghold part makes me very happy, as in previous editions I've often felt completely at a loss as to what to charge PCs for building a castle. Now we know: building a tower costs 15,000 gp and building a large castle costs a cool 500,000 gp.
There's upkeep costs involved in owning buildings, and it's per day! Farms will run you only 5 sp per day, plus you'll need 5 skilled hirelings and 3 unskilled. Running an inn (which sounds like a lot of fun) costs 5 gp per day, and requires one skilled hireling and 5 untrained ones.
There's also simple rules for crafting and even selling magic items. What an awesome, succinct chapter.