Paladin
Base Class: Paladin

The Oath of Silence is ironically spoken about far and wide, for the paladins who take this oath are impressive and dangerous foes to face. They are very literally strong and silent types, and they can often be found as assassins silencing political leaders or as sages traversing the world. Even though the oath is well known, there are several different groups that practice this oath, and are oftentimes confused with one another.

TENETS OF SILENCE

The tenet of the Oath of Silence is simple, but typically the reason behind the oath holds more influence over the paladin's behaviors and intentions.

Silence. Society is hell-bent on creating a cacophony constantly. Be a force of quiet in a disquieting world, and only ever use your voice when it carries true power and contributes more than noise.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Ambient Aggression.

You can use your channel divinity to turn the sounds of battle inward on a foe. As a bonus action, you can give an enemy disadvantage on attacks and saving throws.

Stoic Resilience. 

You can use your channel divinity to tune out the distractions of the world. As a reaction to being successfully attacked, you may negate the damage dealt. Alternatively, you may end one condition placed on yourself, except for being petrified or unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Silence Spells

PALADIN LEVEL

SPELLS

3rd

silent image, sleep

5th

detect thoughts, silence

9th

counterspell, sending

13th

arcane eye, divination

17th

dominate person, hallow

Aura of Clarity

Beginning at 7th level, your silence gives your comrades clarity of mind. You and friendly creatures within 10 feet of you have advantage on INT, WIS, and CHA saving throws.

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

 

Soul of the Still Water

Beginning at 15th level, you are always under the effects of both a pass without trace  spell and a water walk spell. Both spells do not affect your allies. 

 

Violent Tranquility

At 20th level, as an action, you cause the sound of battle to become amplified in the ears of those around you . For 1 minute, every creature you choose in a 30-foot radius originating from you takes an amount of psychic damage equal to the number of creatures in combat + the paladin’s Charisma modifier at the end of your turn. 

In addition, by letting out a shout as an action and breaking the silence, you can choose to deal 10d6 damage to all creatures in a 15-foot radius around you, ending the effect of the aura emanating from you immediately.

Once you use this feature, you can’t use it again until you finish a long rest.

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