The Oathbreaker represents a paladin who has forsaken the sacred vows and noble principles that once guided their path. Corrupted by darkness, temptation, or a profound fall from grace, these paladins have chosen a twisted and malevolent course. Embracing the powers of the unholy, an Oathbreaker casts aside the tenets of honor and righteousness to serve nefarious forces, spreading despair and chaos wherever they tread. Their abilities reflect a departure from the traditional paladin's role, allowing them to control and manipulate the forces of darkness while wielding their once-holy powers for destructive and malefic purposes
You inherit the spells at each indicated paladin level in the Oathbreaker Spells table as paladin spells.
You can take the Magic action to target one undead creature within 30 feet of you that you can see and cause it to make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until the you use this feature again. An undead creature with a level equal to or greater than your paladin level is immune to the effects of this feature.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.
You can take the Magic action to cause each hostile creature within 30 feet of you to make a Wisdom saving throw, provided the hostile creature can see you. On a failed save, a hostile creature becomes frightened of you for 1 minute. If a hostile creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effects on it.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity feature.
You have an aura (10 feet) that grants you and any friendly creature to gain a bonus to the damage rolls equal to your Charisma modifier.
The aura increases by 10 feet as a level 10 (20 feet) and 18 (30 feet) paladin.
When you take the Attack action on your turn and hit, you can deal an additional 1d8 necrotic damage against the target, or 2d10 necrotic damage if you have advantage on the attack roll an the lower of the two d20 would also hit.
When a creature takes the Attack action against you, you have resistance to the attack's damage.
You can take the Magic action to gain an aura (30 feet) for 1 minute. Any bright light within that aura becomes dim light. Moreover, any hostile creature that is frightened of you and starts its turn within that aura takes 4d10 psychic damage, and a hostile creature that attacks a creature within the aura has disadvantage on the attack roll. Moreover, for the duration, you can take the Magic (Spellcast Attack) action against a target within the aura, and on a hit, it takes 3d10 + your Charisma modifier of necrotic damage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend one use of your Channel Divinity.