Could you be an oathbreaker paladin 5e without being evilly-aligned in dnd?
Yes, but be mindful of how you define “Oathbreaker paladin in 5e dnd.” Rules in their written form are relatively explicit. The 5E DMG defines an Oathbreaker Paladin according to: A paladin is an oathbreaker who violates their sacred oaths to pursue a dark motive or serve an evil power. Any light that burned within the heart of a paladin has been absorbed out. The only thing that remains is darkness.
However, sometimes RAW should be set aside to make way for Rule of Fun. The current Pathfinder GM phrased it as resembling that RAW is “an imperfect reproduction of the perfect game you have in your head.” That is a large one in terms of imperfections since it’s tied to an overall issue. In the two previous versions, Wizards has partially messed with the alignment system because it frequently leads to arguments. Paladins are the most affected of any other class because no other class has an alignment that is so closely linked to their core function via codes of behavior. They first removed half of the alignments of 4E. Then they added them back, but not wholly reducing their effect on mechanics. That included removing the requirement that an essential Paladin is a Lawful Good.
The aligning system is a little less than a basic description of a character’s morality, personality, and conduct. It’s all to resolve an issue that is simply the result of poor DMs. Your character’s actions aren’t Lawful Good because you listed Lawful Good in your character sheets, or you’re prohibited from specific actions due to it. Instead, the character you choose to portray is Lawful Good. They act as they think and behave in a way that is in line with Lawful Good (according to the values system of the game).
Can an Oathbreaker Paladin smite?
An Oathbreaker Paladin doesn’t get rid of the core class abilities. It’s a subclass that replaces whatever other subclass the Paladin had before they broke their oath. Smite, Lay on Hands, Aura of protection, and different core abilities of the Paladin are not taken away. So Oathbreaker Paladin can’t smite.
Alignment is descriptive rather than prescriptive.
The Paladin mentioned in the DMG did not just “break their oath,” which is 5E’s interpretation of the Code of Conduct class feature in earlier versions. Breaking the oath by itself is considered to be a fallen paladin. The Paladin who fell lost their power and were more devoted to the powers they had rather than the path they fought for that earned them the power to be powerful. This Paladin was a cunning thief who lied to goodness, trading good for evil to keep his power.
This description corresponds very well to the class of anti-paladin as well as the prestige class of blackguard in earlier editions. For instance, it will be Scyllua Darkhope from Forgotten Realms. She was once a paladin of Tyr God of Justice. Still, after falling into evil, she’s now serving the God of Bane, God of tyranny, and the army commander in Zhentil Keep.
In a general sense, an 5e Oathbreaker Paladin is considered to be evil.
They certainly don’t appear friendly. Contrary to what they say, oathbreakers Paladins are not just Paladins who have broken their swearing. A Christian with sin should not end up being a Christian. They must make amends for their wrongs. The Paladin might not keep their vows in the same manner. However, more than failing to fulfill an oath, an offender is unwilling to make amends for it.
I can see a precise definition of “oathbreaker paladin.” The description in the link states, “An Oathbreaker is a paladin who violates their sacred oaths to pursue a dark goal or to serve an evil power. Any light that burned within the heart of the Paladin has been sucked out. There is only darkness left.” In this sense, the oathbreakers paladins are incredibly dangerous.
That isn’t an oathbreaker paladin that has failed in his efforts to adhere to their vows. Oathbreakers break their vows in total. The fundamental knowledge about oathbreaker paladins is what makes them evil.
Perhaps you could find an argument to show that your Oathbreaker doesn’t commit a crime. That would mean that you’re slipping towards homebrew territory. It’s not a problem, but you’ll need to be imaginative in your vision of a non-evil oathbreaker.
Do you think a DM allows oathbreaker Paladins, within their games?
The DM might allow oathbreakers into their game. They could have the Paladin complete a few levels of a swearing oath before progressing to the Oathbreaker. They could decide against it or make the Oathbreaker an entirely different story, lore-wise, etc.
The Oathbreaker’s choice isn’t necessarily wrong or damaged. They are paladins with no oaths could be unethical, yet their decision can fix the situation. The NPCs will always view them for who they are and treat them in the same way. Also, their channel divinity with an Aoe Frighten effect rather than the usual one as with other oaths receive simultaneously can be distorted in some instances.
It appears that it could provide a great synergy with other characters like a necromancer for most of the time. If the group wants to play with necromancy and evil by not allowing an oathbreaker could be unfortunate. You could permanently alter the Divine Smite to necrotic power for obvious reasons to help balance the balance. However, I’m not sure about the Oathbreaker becoming more complex and potentially damaged and a problem player than other paladin PCs.
In D&D, What happens when God rejects the cleric? Do they change into a distinct character like an Oathbreaker Paladin, or will they be stripped of abilities or become an unofficial agent from the Catholic Church?
The laws don’t control what will occur, and you’ll have to find an answer based on the events. Be sure to think about it before deciding if this is the route you’d like to follow.
In the first place, there’s no comparison to the oathbreakers for the clerics. Therefore, there isn’t an accessible subclass of the character to choose from. What you decide to use will be homebrew.
The second reason is that clerics don’t have oaths that are clear like Paladins do. While I’m not a paladin, I agree that gods who confer incredible powers on their clerics will expect to conduct themselves in a particular manner. However, if you’re planning to take away certain powers, you must clarify your (God’s) requirements.
Can Oathbreaker Paladin heal?
The Oathbreaker Paladin learns to cause pain, not mend it; as such, his lay on hands pool changes to unholy energy that deals damage instead of healing. The Paladin has several hit points to deal damage equal to your Paladin level x5.
The third and most obvious consequence of losing God’s favor is losing most of the powers of a cleric. Such as magic, channels divinity, and almost every supernatural attribute that originates from God. The cleric could keep items like proficiencies; however, he’d be able to suck mechanically. Plan to have this scenario for a couple of sessions during which the cleric has to search for redemption. It could make for an exciting story arch. Suppose you decide to use this as something that will last for a long time. If that’s not the case, taking away the ability could be like taking an opponent outright. I would strongly recommend against this if the character committed a petty crime that warrants such severe punishments.
Another option is to permit the cleric to choose an alternative patron who is more in line with his new convictions. But, as he witnessed all the injustices throughout the world. That character became more violent, transforming into a defender of evil instead of protecting the good. In the end, the God of Peace decides that it is enough and takes away the cleric’s powers. He’s an individual with strong convictions and incredible capabilities, however. In a short time, he could attract the attention of the Goddess of Justice and revenge, which can transform him into a war zone cleric. It’s an intriguing tale, and the results are much easier to manage.
What are the Best Races for The Oathbreaker Paladins?
The Oathbreaker Paladin in 5e dnd is a weapon-based brawler that focuses on dealing with damage. Strength or Dexterity is the top priority. But, there are problems; Bestow Curse, your Channel Divinity options, and Aura of Hate depend on Charisma. It doesn’t mean you should put as much money into Constitution. However, you’ll get more than you can gain from your Charisma to allow any other choice to be viable.
The available options are focused on Strength-based builds. The Oathbreaker can be used with the finest weapons. However, they are more likely to work poorly when combined with Paladin’s capabilities.
The members of the Elemental Evil Player’s Companion are massive. They boost Strength and Constitution, making you a frontline slasher that is hard to stop. In the same way, your Natural Athlete and Stone’s Endurance capabilities will allow you to pound through your opponents effortlessly. Your race is typically an introvert. It could make sense that you violated an oath, only to disappear from your clan. Now, you’re on the hunt to destroy planets.
Volo’s Guide to Monsters adore their great races and darkvision. Here’s the Aasimar! Regarding strength, you’ll fall behind in damage until later. However, those who fall into Aasimar will still get a +2 to it. It will give you the Charisma boost that makes your abilities more dangerous, excellent damage resistance. A few utility capabilities and Darkvision, which lets you see by looking through the eyes of your Dread Lord with greater ease. An ideal choice with perfect taste.
Indeed, the Oathbreaker Paladin is possibly one of the top DPS choices in players of the Paladin class. However, it’s going to be challenging to integrate the class into the game. And if you find yourself fighting the undead, you won’t make many new friends. However, suppose your GM allows you to join, and your party does not seem too hostile towards the undead. In that case, you’ll become a deadly melee fighter with excellent defense capabilities. Also, there are some decent utilitarian options.
A paladin is an oathbreaker who violates their sacred oaths to pursue a dark goal or serve an evil force. Any light that burned within the Paladin’s soul has gone out. There is only darkness left.
Source: Dungeon Master’s Guide
You can gain oath spells in the Paladin levels that are listed.
|3||Hellish Rebuke, Inflict Wounds|
|5||Crown of Madness, Darkness|
|9||Animate Dead, Bestow Curse|
|17||Contagion, Dominate Person|
If you swear this oath on the 3rd level, you get the following two Channel Divinity options.
- Control the Undead. As an action, you choose to target an undead creature within 30 yards of you. The target has to make a Wisdom Saving Throw. In a failed save, the target must follow your instructions for the following 24 hours or until you select this Channel Divinity option again. Undead whose challenge score is greater or equal to your Paladin’s level is not affected by this.
- The Dreadful Aspect. As an action, you channel your most dark emotions and concentrate on them to unleash a volley of frightful terror. Every creature you choose located within 30 yards of you has to make a Wisdom saving throw if it can detect you. If you fail to make a saving throw, your target becomes terrified of you for one minute. If a creature scared by this effect finishes its turn at more than 30 feet from you, the creature can attempt a new Wisdom saving throw to stop the impact.
Aura of Hate
Starting at 7th level, you, along with the undead and fiends within 10 yards of your location, get an increase in combat weapon melee damage rolls equivalent in value to the Charisma multiplier (minimum at +1). A creature can benefit from this bonus from just one Paladin at a time.
At the 18th level, the radius of this aura grows to 30 feet.
At the 15th level, you can resist cutting, bludgeoning, and slashing damages from nonmagical weapons.
At the 20th level, you can, as an action to surround yourself in an eerie, gloomy aura that lasts for one minute. The aura dims any bright light within the 30-foot area around you to dim light. If an opponent terrified by your presence begins its turn within the aura, it is hit with four times the psychic damage. Furthermore, you and the creatures that you select within the aura are encased in deeper shadows. Creatures that are dependent upon sight are disadvantaged in attacking creatures that are in shadow.
While the aura is active for a time, you can take extra action during your turn to cause shadows within the aura to attack a creature. Create a melee spell at the object. If the attack is successful the target, suffers necrotic damages equal to 3d10 plus the Charisma modifier.
After activating the aura, you cannot start it once more until you have completed your long break.
That is all about Oathbreaker Paladin 5e.