
The new Oathbreaker Paladin playtest expands and updates one of the edgiest subclasses to ever grace the Paladin class.
Oathbreaker Paladins are the embodiment of an archetype that has been around in D&D since the introduction of Paladins. Like matter and antimatter, there’s always been Paladins and Antipaladins. Sometimes they were called Blackguards. But there have always been Paladins, but they’re evil. Or if not evil, at least, not overtly heroic. And in the latest playtest, we revisit that with an updated Oathbreaker Paladin.
This is the last of the subclasses in the Subclasses Update Unearthed Arcana, and it’s one of the ones that has the biggest changes. Oathbreakers lean in to the dark side of what a Paladin could be, spreading fear and hatred but also conjuring the undead. It’s dark, it’s vaguely evil, and it’s a ton of fun.
Oathbreaker Paladin Playtest – Consequences? For MY Actions?
One of the things that I really enjoy about Paladins is that they often have built-in story/roleplay hooks right in the mechanics of the class. Paladins follow specific Oaths, and they have Tenets you’re supposed to follow. And if you break your Oath, there might be consequences, which the text of this playtest subclass presents:
“The power of a Paladin’s oath is so great that it holds a distorted power even when it is violated. When a Paladin betrays the tenets of their oath because of corruption, pride, or thirst for power, they lose the blessing granted by their original oath but sometimes take on the sinister blessing of the Oathbreaker in its place. Oathbreakers use fear and overwhelming power to achieve their goals.
At the DM’s discretion, a Paladin of any level who violates the tenets of their oath can lose the benefits granted by their original subclass and gain the features of the Oathbreaker subclass instead. Alternatively, a Paladin can choose this subclass at level 3 based on the character’s backstory of falling from Grace.”
Already, that’s an interesting position to take. But then, on top of it, the Oathbreaker Paladin has been tweaked pretty heavily in the playtest. Starting at Level 3, with the core feature of the class being redesigned from Control Undead to the new Conjure Undead.
Using Conjure Undead, you can spend a use of Channel Divinity to summon multiple undead creatures. Spend a Bonus Action and conjure up half your Charisma modifier (so 1-3) of either Skeletons or Zombies.
It’s not a bad feature, though it does fall off quickly. The other feature, Dreadful Aspect, lets you Channel Divinity whenever you cast Divine Smite. When you do, you can cause creatures within 30 feet of you to become Frightened for a minute (or until they save).
Finally, you get an updated suite of Oathbreaker Spells that now includes more combat-focused spells, like Witch Bolt, Fear, and Steel Wind Strike.
Turns Out Fear *DOES* Lead To Hate
At higher levels, Oathbreakers lean even more into the “power at any cost” ethos. Starting at level 7 with the new Aura of Hate feature. In the Oathbreaker Paladin playtest, the Aura of Hate now works off of your Aura of Protection, giving you and any Fiends or Undead (that are allies!) within that aura bonus damage based on your Charisma modifier. It’s nice that it’s not just a boost to all undead. It was pretty funny that Oathbreaker Paladins actually made it easier for themselves to be killed by demons before.
At Level 15, Supernatural Resistance makes you resistant to any kind of Bludgeoning, Piercing, or Slashing damage, just flat out. And at level 20, the Dread Lord feature brings it on home, making you a master of fear and terror and darkness.
Dread Lord lets you spend a Bonus Action to imbue your Aura of Protection with unholy gloom. For the next 10 minutes after you do so, your Aura of Protection grants additional benefits, including:
- Magical darkness that you and your allies can see through, but others can’t fills the aura
- Any time a Frightened creature starts its turn in your Aura they take 4d10 Psychic damage
- As a Bonus Action you can make a melee attack that deals 3d10 Necrotic damage (plus Cha modifier) to one creature within your Aura
Feedback Wanted
All in all, it’s a solid subclass. Sure, maybe it could use a little bit of tweaking, in that the level 3 feature stops being that useful after a few levels. Seriously, it doesn’t take long for those skeletons or zombies to just add extra math and time to the turn order as they flail ineffectively at whoever is nearby. Maybe some sort of bolstering – though they do benefit from your Aura of Hate. So at least there’s that.
But whatever else you might think WotC wants to know! Now is your chance to help shape the future of the Oathbreaker (for the next week or so), by filling out the Oathbreaker playtest feedback form. You can find it, and the Oathbreaker Paladin subclass at the link below!
Who knew that breaking an Oath could lead to powers that some consider… unnatural!




