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You know for a fact you are immune to fear after all.Īnd now every attack you make deals an additional +1d8 damage. Level 12 - Paladin 10th There is nothing to fear but fear it's self youĮveryone calling you a coward is now a fool and only serves to entertain you rather than provoking your ire. If you dedicate all your 3rd level slots you can control up to 3 (counting channel divinity) which is pretty nice. You can now access Animate Dead as an Oathbreaker allowing you to control even more undead. Increase that Charisma to 20 for +5 to Saves/Damage. Level 10 - Paladin 8th More power wouldn't hurt Level 9 - Paladin 7th Only powerfully powerful masters ruleĬharisma to Damage, holy crap that's even more awesome.īest part, everyone within 10ft benefits from your bonus, including your Undead minion The Imp is the only advanced Familiar that won't openly desert you, while out it provides you with Magic Resistance (advantage on saves vs magic) and you can hand it items and dismiss it to an extraplanar dimension as a method of unquestionably hiding small objects. You'll want to form an ironclad agreement with an Imp. It's also worth bringing up looking for a way to cast Find Familiar, such as a Charm or other reward. Level 8 - Paladin 6th Only powerfully powerful masters liveĬharisma to Saving Throws, holy crap that's awesome. And you also have access to 2nd level Spells now too. By now you could have a Rare item if I'm not mistaken, choose a Belt of Giant's Strength bringing your Strength up to 19. You now have three attacks per round and Flurry of Blows brings this to four. Level 7 - Paladin 5th Your might never endsĮxtra Attack is a separate Class Feature than Martial Arts and thus stacks. Increase your Charisma by +2 thus increasing your Channel Divinity's Save DC. Level 6 - Paladin 4th One Overlord to rule them all
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You are now a true overlord, even if your army is still pretty small. You also obtain that Charisma-dependent Channel Divinity(control undead) allowing you to recruit an Undead creature as your minion of evil. Level 5 - Paladin 3rd They have no power over youĭisease and former oaths no longer have any powerful over you Oathbreaker. Also choose Dueling and start using Shortswords for that sweet +2 Bonus to damage rolls. Your Charisma really comes in handy now that you have Spells. And somehow because of that you can now lay your hands on people and cure them like Jesus. Then kill them in their sleep, loot the place, and set it on fire. With your offense in order it's time to swear an oath to a local church so they let you into their club. Level 3 - Paladin 1st And now you can heal Now you can make 3 Attacks per turn twice per Encounter or 19.5. With the second level of Monk you obtain 2 Ki per Encounter which can be used with Flurry of Blows. Thanks to Martial Arts you can deal up to 2d8+2 (11) damage. Level 1 - Monk 1st Practice the one round killĪt the first level you'll practice stealth, stealing and murder using a Quarterstaff for it's Versatile 1d8 damage. And Stealth works to cover your rear while you spend time as a Monk, or if you like Mithral Armor. Lying to people is great but getting lied to sucks, Insight and help with that. And hell it's Feature is forging a Solder's Rank anyway. Skill wise, charlatan gives you Deception and Sleight of Hand helping you steal stuff off people before they die and lie about who did it. Really the Feature of every single choice boils down to which NPC group you can hang with and you will a terrifying overlord with minions, no one can tell you no after a few levels depreciating them. Used to round off the odd digit gained from Resilient. When Chuck Norris chews jerky he chews the scabs off your knuckles
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You basically trade a +1 bonus to Ability Scores to add your Proficiency Bonus to another Save. For example you have a Disadvantage on Attack Rolls and roll a 1 & 15, you use Lucky to reroll the 1 into a 12 and then choose to use the 15.īe at least half way proficient at surviving. Three times per day your awesomeness cheats the system but rerolling the least useful figure and choosing the best.
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And the choice of 15 Charisma over 13 Strength is based on Belts of X set your value to 21 or higher rather than increasing the base value allowing it to perform a more dump-stat based role. You need Str/Cha of 13 for the desired Multi-class options.