Paladin
Base Class: Paladin

The Oath of Shadow calls to paladins who are patient, cunning and willing to strike from the shadow. They seek no glory, no honor. Just getting the job done, whatever it takes.

They don't care how the job is done, by swinging with swords, shooting with spells, daggers between the ribcage or poison during sleep. Results is what matters.

TENETS OF SHADOW 

A paladin who takes this oath has the tenets of shadow memorize.

Results Matters. Glory and honour are the path of fools. Victory by any means necessary.

Patience is King. Never strike too early or too late. Find the opportunity, create the opportunity for a single devastating effect.

Stealth Above All. You shall be one with the shadow, in the cover of darkness you strike. Darkness is your ally.

Channel Divinity

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

Shadow Armor - As an action, you enveloped yourself with shadow and darkness. Your AC increase equal to your Charisma Modifier (minimum 1) for 1 minute.

Shadow Bind - As a bonus action, you can bind a creature's shadow and it must make a WIS saving throw. On failure, it is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Shadow Spells

Aura of Shadow

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on stealth check. Heavy armor also doesn’t imposes disadvantage on stealth on you.

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

Shadow Sight

Beginning at 15th level, you are able to see normally in darkness both magical and nonmagical, to a distance of 140 feet.

Lord of Shadow

At 20th level, as an action, you become a creature of shadow. For 1 minute, you gain the following benefits:

  • You can pass through creatures and objects
  • You gained immunity to necrotic and poison 
  • Creatures that rely on sight have disadvantage on attack rolls against you.
  • Any creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw or take 21 (6d6) psychic damage and grant you advantage on attack rolls against it until the start of the creature’s next turn.

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