Base Class: Paladin
Those paladins that take up the Oath of the Moon rarely become household names, and even when they do, the legends of their deeds are never tied to their true identities. Sometimes called twilight knights, masked knights, or hooded knights, these paladins are bound to an oath of secrecy. They work in the shadows, fighting for justice while hiding their true identities. These paladins believe fame and glory to be a double-edged sword that invites disaster as often as it promises rewards. By concealing their identities, they keep themselves, their friends, and their families safe from retribution, and ensure that their plans and equipment don't fall into the wrong hands.
Tenets of the Moon
The tenets of the Oath of the Moon drive a paladin to become a secretive and humble defender of the weak.
Secrecy: Do not seek fame or glory in your endeavors. Keep your identity a secret, so your enemies never know who or what they're up against.
Seek No Reward: The pursuit of justice should be a reward in and of itself. Though you may accept a reward if one is offered. Never push for one.
Prop Up Others: As you don't seek fame for yourself, let the praise for your good deeds fall onto worthy individuals
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Lunar Ward. You can use your Channel Divinity to conjure orbs of moonlight that protect an ally, rebuking its attackers. As an action, you conjure three of these orbs around you or another creature you can see within 30 feet of you. Whenever the protected creature takes damage from a creature within 10 feet of it, one of the orbs absorbs some of that damage before flying at the damager and exploding in a burst of radiance. The damage is reduced by 1d4 + a third of your paladin level, and the attacker takes an equivalent amount of radiant damage. The orbs remain for 1 minute or until all three have exploded.
Moonlit Blade. As a bonus action, you imbue one weapon that you are holding with moonlight, using your Channel Divinity. For 1 minute, the weapon's damage type becomes radiant, and it emits dim light in a 10-foot radius. Whenever you hit a creature with this weapon during the duration, that creature becomes marked until the end of your next turn. As long as you have a creature marked, you can use your bonus action to teleport up to 30 feet to a location within 5 feet of a marked creature.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Ancients Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Night
Starting at 7th level, you can emanate an aura of darkness. In a 10-foot radius area around you, bright light becomes dim light, and dim light becomes darkness. Though this darkness is magical, darkvision can see through it. You can enable or disable this part of the aura as a bonus action.
Regardless of whether the aura is enabled or disabled, friendly creatures within the aura gain darkvision to a range of 60 feet if they don't already have it.
At 18th level, the range of this aura increases to 30 feet.
Midnight Radiance
Beginning at 15th level, whenever you deal radiant damage to a creature, you can conjure a pillar of moonlight around it that lasts until the end of your next turn The pillar is 30 feet high, and its radius extends 5 feet beyond the creature's space. it is filled with dim light. For the duration, the creature can't benefit from being invisible. If the creature is a shape changer, it must succeed on a Constitution saving throw against your paladin spell save DC or revert to its true form.
Unseen Spirit
At 20th level, you gain the ability to harness the shadowy power of the night and combine it with the radiance of the moon. As an action, you can magically become an avatar of the moon, gaining the following benefits for 1 minute:
- You are invisible.
- Your speed is increased by 10 feet.
- Whenever you expend a spell slot, you release a burst of moonlight from your body. Each creature of your choice within 10 feet of you must succeed on a Dexterity saving throw against your paladin spell save DC or take 1d6 radiant damage per slot level of the expended spell slot.
Once you use this feature you can't use it again until you finish a long rest.
Previous Versions
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2/21/2023 2:45:20 AM
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Coming Soon
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