Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

Rank unconfirmedUndead · Act unconfirmed

Oathbreaker Knight

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Hit points · HP
224
Armour class · AC
18
Level
12
Difficulty
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.
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.
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.
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 typesBludgeoning
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 typesRadiant
Divine Smite
Deals an additional 1d8 Radiant damage to fiends and undead.
Action
Possible damage typesRadiant
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 typesFire
Thunderous Smite
Level 1 spell
Pushes your target 3m away and possibly knocks it Prone.
Action
Possible damage typesThunder
Wrathful Smite
Level 1 spell
Possibly Frighten your target. They'll have Disadvantage on Ability Checks and Attack Rolls and be unable to move.
Action concentration
Possible damage typesPsychic
Spiteful Suffering
The target takes [1] each turn and 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 typesBludgeoningAcidColdFireLightningThunder
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.

Turn Resistance

Affected entity has 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.

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.