An Oathbreaker is a paladin who breaks their sacred oaths. Whether because they no longer believe in their oath, wish to pursue some dark ambition, or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. Oathbreakers have no tenets.
Oathbreakers cannot take the Oathbound optional feature.
3rd - Cause Fear, Hellish Rebuke
5th - Bestow Curse, Zombify
9th - Fear, Hunger of Hadar
13th - Blight, Confusion
17th - Contagion, Dominate
Your shattered Oath has left your soul forever damaged. Your divine connection has been corrupted, granting you the following features:
Whenever you deal Radiant damage, you instead deal Fire or Necrotic damage (your choice)
Your Divine Smite's 1d8 damage increase affects all creatures, not just Fiends or Undead
You can target Undead creatures with Paladin Spells and class features that cannot normally target Undead.
Starting at 7th level, you emanate an aura of negative energy. The aura extends 10 feet from you in every direction, but not through total cover. When a creature other than a Construct, Ooze, Elemental or Undead that is Small or Medium is killed while within the Aura, you can cause it to reanimate as a Zombie Minion under your control. You can touch a valid Small or Medium corpse and expend 3 Lay on Hands points to reanimate it as a Zombie Minion under your control.
All Zombie Minions take their turn on your initiative immediatly after yours and turn to dust when you finish a Long Rest.
At 18th level, the range of this aura increases to 30 feet.
Small or Medium Undead
Armor Class: 3 + Half your level
Hit Points: 5 + Half your level
Speed: 20 ft. (Walking)
STR 13 (+1) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHA 5 (-3)
Damage Immunities Poison
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge — Proficiency Bonus (PB) equals your bonus
Undead Minion. The Zombie is bound to your will and clings to it's animation. it has the following traits:
If the Zombie takes damage from an attack or as the result of a failed saving throw, it dies.
If the Zombie takes damage from an effect other than an attack roll or saving throw, it becomes Bloodied if the damage equals or exeeds half its hit point maximum, or it dies if the damage equals or exceeds its hit point maximum. otherwise, it takes no damage.
If the Zombie would become Bloodied while it already has the condition, it instead dies.
When 4 or less Zombies attack the same target, they make one attack roll, gaining a +1 to hit for each Zombie participating. on a hit they all deal damage.
Undead Fortitude. If the Zombie starts its turn with 0 hit points, it makes a DC 14 Constitution saving throw, unless it took radiant damage or a critical hit since its last turn. On a success, the Zombie gains 1 hit point. A Zombie with 0 hit points is killed instantly if it is attacked.
Mindless Thrall The Zombie cannot wield weapons, wear armor, or take any action besides Grasp of the Dead.
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Actions
Grasp of the Dead. Group Melee Weapon Attack: Spellcasting Modifier to hit, reach 5 ft., one target. Hit: PB-1 bludgeoning damage, and the target loses 15ft of movement for each Zombie that participated in the attack.
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
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 creatures you choose 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 to cause the shadows in the aura to attack one creature. You 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 finishes a long rest.