Best Feats for Oathbreaker Paladin 5e
by Prince Phantom
This is it, the edgiest class in all of 5e. So edgy in fact that you have to ask your DM for permission to play it, and while the power level of this subclass is high, I don’t think any DMs needs to be worried about this breaking their game, so you shouldn’t have much trouble getting the okay for this.
If you do get permission, I think this subclass actually provides an incredibly unique playstyle compared to most Paladins, specifically thanks to access to and synergy with Animate Dead. Past level 9 we become an undead general, buffing our servants and fighting right alongside them while dealing heavy damage. Feat selection will support this and attempt to make the most of these undead servants.
Best Feats for Oathbreaker Paladin 5e
Crossbow Expert/Sharpshooter (ASAP): When we get Animate Dead, our best option is Skeletons, and the best weapon for those skeletons are heavy crossbows. Staying back and firing with our skeleton battalion will keep them and us safe from the majority of attackers, as the one big thing these boneheaded brutes lack is durability. I know everyone wants to be the dark Paladin with the sword as big as a continent, but facts are facts and ranged combat is the superior option. No, we can’t smite, but should a Paladin who broke their oath be able to smite in the first place?
Inspiring Leader (Lv 8): If your party doesn’t already have a source of mass temporary HP at this point, you need to take this now so you’ll have it next level when you get Animate Dead. If your party does have mass temporary HP covered and it can effect your undead, skip this as it cannot stack.
Fey Touched (Lv 8): If you didn’t need Inspiring Leader, this is a great alternative. Yes Shadow Touched fits the flavor better but Misty Step and Silvery Barbs are much better spells than anything Shadow can provide. We also really want to be focusing on our Charisma as it empowers so much of our kit, so increasing that here helps a lot.
War Caster (Lv 8): If you insist on melee combat, you may want this feat if you are looking to empower your undead with Crusader’s Mantle. Otherwise I’d probably skip this.
Alert (Lv 12): Moving before our enemies is nice, but we need to make sure we move before our skeleton legion so we can buff them with Crusader’s Mantle or position them correctly, as they will only act on commands that we have given them. The other effects are nice, but the initiative bonus is the biggest gain here.
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