Oathbreaker Paladin Dmg

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  1. Oathbreaker Paladin Dmg Download
  2. Oathbreaker Paladin Fifth Edition

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. Download roblox mac. An Oathbreaker is a paladin who breaks his or her 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. A paladin must be evil and at least 3rd level to become an Oathbreaker.

Welcome back to part 2 of an extensive look at the Dungeons & Dragons 5th edition Dungeon Master's Guide. Part one is here.
  1. Jan 15, 2018  Oathbreaker. An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains. A paladin must be evil to become an Oathbreaker.
  2. Dungeon Master’s Guide. An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
  3. 'If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the Dungeon Master's Guide' level 1 1 point 4 years ago.
  4. DMG spellcasting fix for Oathbreaker. An oathbreaker loses previously gained oath spells and instead gain the following Oathbreaker spells at the paladin.
  5. 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.

OathbreakerI 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
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'.

Oathbreaker Paladin Dmg Download


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.

Oathbreaker Paladin Fifth Edition


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.
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.
Speaking of magic items, there's so much to say I am going to discuss Chapter 7 in an entirely separate blog post. I hope this has been informative in some way for you.
  1. Oathbreaker (DMG): Not an actual “Oath,” but rather the path a DM may let you take if you break your Oath unrepentantly and turn entirely over to the “dark side.” Becoming a full-blown evil Oathbreaker (or what was classically referred to as an Antipaladin or Blackguard) definitely has its perks gameplay-wise, mostly geared toward offense. It even has a pretty strong anti-horde debuff as a Channel Divinity power.
  2. Control Undead: Lv. 3, Channel Divinity (1 total/short rest). This one can get really, really powerful as you level. Pretty much any undead creature without Legendary Resistance that’s at least 1 CR lower than your level is fair game to be controlled for an entire day. Imagine yourself at Lv. 18 in full command of a Death Knight. Good times.
  3. Dreadful Aspect: Lv. 3, Channel Divinity (1 total/short rest). Mass frightening on everyone you choose within 30 feet of you for a full minute. This one is superior to Conquest’s Conquering Presence, since this only allows enemies to roll saves to end this once they’re more than 30 feet away from you.
  4. Oathbreaker Spells (overall rating): Lv. 3. Unlike the Oath lists of the more righteous, the Oathbreaker spell list is very much a mixed bag. There are some real duds on this list (Hellish Rebuke, Inflict Wounds, Crown of Madness), but on the flip side, there are also some pretty good additions (Animate Dead, Confusion).
  5. Aura of Hate: Lv. 7. The chief offense-boosting feature of the Oathbreaker with CHA-mod damage bonus to all of your melee attacks, plus the melee attacks of any undead and fiends. This aura has some wonderful synergy involving any undead creature on which you used Control Undead, as well as some undead foot soldiers you gained with your Animate Dead Oathbreaker spell (or better still, if you have a necromancer ally providing you with an Animate Dead army). Note, however, that this aura boosts enemy undead and fiends as well, so in fights against those creature types this ability becomes a double-edged sword. Hey, being evil had to come at a price, somehow.
  6. Supernatural Resistance: Lv. 15. Resistance to all the usual weapon damage types from nonmagical weapons. You’d be surprised at just how many monsters that protects you from, even some legendary monsters with really high CRs. That includes all dragons and even the Tarrasque.
  7. Dread Lord: Lv. 20 (1/long rest). One of the better Paladin capstones with a host of nice benefits, best cast in the next round after you used your Dreadful Aspect, in which case you can rack up some pretty serious auto-damage figures. The other really nice part includes forcing disadvantage on enemies’ attacks against you and any allies, and the bonus action melee spell attack is a neat side benefit if you weren’t already attacking consistently with a bonus action.