Paladin
Base Class: Paladin

Custom subclass for paladins that have taken on a darker undertown but still wish to follow the path, useful for evil paladins or ones that with to have a more cladestine manenr

Oath of Shadows Spells

An Oath of Shadows paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed.

Paladin Level Spells
3rd Arms of hadar, inflict wounds
5th crown of madness, darkness
9th Enemies Abound, bestow curse
13th Black Tentacles, confusion
17th Steel Wind Strike, dominate person

Channel Divinity

An Oath of Shadows paladin of 3rd level or higher gains the following two Channel Divinity options.

Create Shadow Twin -As an action, you create a Shadow Twin of yourself that lasts for 1 minute,. The Shadow Twin appears in an unoccupied space that you can see within 30 feet of you. The Shadow Twin has the Shadow stat block. You can command the shadow( no action needed) and it does it's best to follow your orders on its turn which is directly after yours in initiative

For the duration, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Shadowy Interception -As a reaction you can spend your channel divinity to cause one attack to have a [roll]-10/[roll] to the roll, provided you can see the creature and it is with 30 feet of you. You can use this feature after the dice is rolled but before damage is calculated.

Aura of Stealth

Starting at 7th level, the paladin, as well any allies within 10 feet of the paladin, gains advantage on stealth checks.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to Necrotic and Radiant Damage. As a reaction you can extend this to one creature of your choice within 30 feet of you When you do you can use this feature again till you finish a long rest

Night Stalker

Once per long rest, as an action, you can surround yourself with a 30-ft. aura of gloom for 1 minute, extinguishing any non magical fires, or magical light sources under level 3. The area becomes cloaked in shadows. Whenever you or an ally attacks a creature within this aura, thy may add you Charisma modifier to the attack roll. As a bonus Action on your turn you can make a spell attack against one creature with then aura. If the attack hits the target take 2d10 necrotic Damage, and must pass a wisdom save vs your spell Dc or become frightened of you. The creature can reattempt the save when it leaves the aura. ending the effect on a successful save. 

When a Creature  frightened of you is hit with an attack while inside your aura, you may deal an addition 2d8 necrotic damage by expending a spell slot of 1st level or higher as a reaction. this damage increases by 1d8 for each level slot above first.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

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