Oathbreaker Knight
- Hit points · HP
- 224
- Armour class · AC
- 18
- Level
- 12
- Strength
- 19+4
- Dexterity
- 16+3
- Constitution
- 17+3
- Intelligence
- 10+0
- Wisdom
- 16+3
- Charisma
- 20+5
Attacks and skills 21
Jump
Jump up, down, and across. Your
Strength affects how far you can jump.
Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Aura of Hate
You and any nearby fiends and undead gain an additional [1] to damage dealt with melee weapons.
Dash
Cover more distance this turn: double your
movement speed.
movement speed.
Action
Dreadful Aspect
Let your darkest emotions burst forth as a menacing pulse to
Frighten nearby enemies.
Wisdom saving throw
ActionChannel Oath Charge
Hellish Rebuke
Level 1 spell
React to your next attacker with flames that deal 2d10 Fire damage.
Level 1 spell slot
Compelled Duel
Level 1 spell
Force an enemy to attack only you, giving it
Disadvantage against other targets.
Disadvantage against other targets.
9m
Wisdom saving throw
Bonus ActionLevel 1 spell slot
concentration
Control Undead
Use the power of your Oath to gain control over an undead creature. The undead will follow you around and attack your enemies.
6m
Wisdom saving throw
ActionChannel Oath Charge
Crown of Madness
Level 2 spell
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
18m
Wisdom saving throw
ActionLevel 2 spell slot
concentration
Lay on Hands: Greater Healing
Imbue your hands with divine power to heal a target.
1.5m
ActionLay on Hands Charge(s) 2
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Pommel Strike
Make a non-lethal attack against an enemy and possibly
Daze them.
Bonus Action
Possible damage types
Bludgeoning
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Lacerate
Slash at your target's vital points to make it
Bleed.
Action
Branding Smite (Melee)
Level 2 spell
Possibly marks your target with light, preventing it from turning
Invisible.
Action
concentration
Possible damage types
Radiant
Divine Smite
Deals an additional 1d8 Radiant damage to fiends and undead.
Action
Possible damage types
Radiant
Searing Smite
Level 1 spell
Deal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.
Action
concentration
Possible damage types
Fire
Thunderous Smite
Level 1 spell
Pushes your target 3m away and possibly knocks it
Prone.
Action
Possible damage types
Thunder
Wrathful Smite
Level 1 spell
Possibly
Frighten your target. They'll have
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Disadvantage on
Ability Checks and
Attack Rolls and be unable to move.
Action
concentration
Possible damage types
Psychic
Spiteful Suffering
The target takes [1] each turn and
Attack Rolls against it have
Advantage.
Attack Rolls against it have
Advantage.
3m
Charisma saving throw
ActionChannel Oath Charge
Throw
Throw a character or item from the world or your inventory.
Action
Possible damage types
Bludgeoning
Acid
Cold
Fire
Lightning
Thunder
Cleave
Swing your weapon in a large arc to attack up to 3 enemies at once.
Action
Traits 9
Opportunity Attack
Automatically attack an enemy moving out of your reach.
Darkvision
You can see in the dark up to 12m.
Divine Health
The divine magic flowing within you prevents disease from affecting you.
Extra Attack
Can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack with a two-handed melee weapon, that die is rerolled once.
Improved Divine Smite
Your attacks are suffused with divine might.
Melee weapon attacks deal an additional 1d8 Radiant damage.
Melee weapon attacks deal an additional 1d8 Radiant damage.
Turn Resistance
Affected entity has
Advantage on
Saving Throws against any effect that turns undead.
Advantage on
Saving Throws against any effect that turns undead.Darkness Rules
No game description available.
Divine Smite
No game description available.
3 internal effects have no display name.
Initial conditions and difficulty effects 3
Aura of Hate
The paladin and any nearby fiends and undead deal an additional [1] to damage dealt with melee weapons.
Aura of Protection
The paladin and any nearby allies have a +[1] bonus on
Saving Throws.
Saving Throws.Aura of Courage
The paladin and any nearby allies can't be
Frightened.
Statistics and references
Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.