Oathbreaker

An oathbreaker is a paladin who has broken the tenents of their sacred oath. Whatever light that burned in the paladin's heart has been extinguished. Some Paladin's who are oathbreakers may be seeking redemption, but others may embrace the darkness within them.

Oath Magic

At 3rd level, you gain the following spells. They do not count against your spells prepared, and count as paladin spells for you. You only gain the spells when you have spell slots for them. The spells are listed by their spell level.

1st Level: Hellish Rebuke, Inflict Wounds

2nd Level: Crown of Madness, Darkness

3rd Level: Animate Dead, Bestow Curse

4th Level: Blight, Confusion

5th Level: 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 Energy. As a bonus action, you can cause a wave of darkness to radiate from you. All enemies within 30 feet of you must make a Wisdom saving throw or suffer necrotic damage equal to twice your level and be frightened of you for 1 minute. On a success, they suffer half the damage and are not frightened. A target can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Aura of Hate

At 7th level, you gain an additional option for your aura.

Aura of Hatred. You and your allies in your aura gain a bonus to their damage rolls equal to your charisma modifier.

Supernatural Resistance

At 15th level, you gain resistance to necrotic, bludgeoning, piercing, and slashing damage.

Dread Lord

At 20th level, you can, as a bonus 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 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 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. You can only do this once per round.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.