Paladin
Base Class: Paladin

The Oath of Twilight calls paladins to serve the dead as they do the living. The stars have called for them and the night mothers judgment reigns over all. A Paladin of spirits is a keeper of secrets and a force of nature upon the battlefield. This paladin walks the thin line between reality and fantasy and none but the paladin knows the difference.

This subclass was made for a homebrew world named Hidrous just posting here for my players to use

 

Tenets of the oath of Twilight.

Balance - There is good in evil and evil in good. Limiting one's understanding of these arbitrary terms only insults the reality of life. 

 

Oathkeeper - Your word is your life, a promise made is not one to be broken an oath uttered is unshakable. Be careful of your words for it is all you have.

 

Take a Moment - The Spirits of Hidrous call out, as too do the living. Take a moment to listen, their stories have lessons. No creature is below your notice, for all are equal in death. 

 

Death Brings Death - To kill is to bring vengeance upon oneself. It is the motion of life, hold no ill will towards thy enemies, All find their own judgment in the end.

Oath Of Twilight Spells

3rd level - False Life, Inflict wounds

 

5th level - Borrowed Knowledge, Healing Spirit, Wither and Bloom

 

9th level - Counter spell, Hunger Of Hadar

 

13th level - Blight, Sky Tear

 

17th level - Dispel good and evil, Mass Cure Wounds

Channel Divinity

Realm Bleed- You may use your channel divinity to channel the hour of twilight. As an action you cause the Shadow Realm to bleed into reality, each target within 20  feet of you must make a will save vs your spell save dc. On a failure you dance between the realm of life and death make an attack against each target who failed the will save. The strain of the Shadowlands strengthens you at the end of your turn; all melee attacks against you have dis-advantage until the start of your next turn. At level 10 the range increases to 40ft.

Shroud of Twilight

At third level instead of receiving two channel divinities you receive the Shroud of Twilight. You lose any proficiency in armor you may have. As a bonus action you call for protection from the other side, gaining Ethereal armor across your form. Tattoos from perdita faith sear themselves across your flesh the first time you call upon this armor. You may call upon this armor equal to your charisma mod per short rest. As a part of this bonus action you may summon a ghost blade, a weapon which burns at the reality around it folding into itself. this weapon may take any form you desire. As a free action once per round you may alter the ghost blade’s form. Shroud of twilight lasts 10 minutes.

Twilight Armor -  ac of 14 + charisma, this armor is whisper silent granting advantage on stealth rolls. This Armor also emits a dim light up to 15 feet that only the wearer may see. This armor takes whatever form the wielder desires.  

 

Ghost Blade - the ghost blade deals damage equal to the form of weapon you choose (a great axe does 1d12 +charisma and a longsword 1d8 +charisma for example.). If you choose to summon a one handed weapon you may also summon an additional ghost blade for the other hand or a shield. This weapon deals force damage instead of it's normal damage type. A ghost blade uses charisma as its modifier and you are proficient in it, it is considered magical. Whenever you cast smite, using a ghost blade the smite deals force damage, you do not benefit from the target being a fiend or undead, you do gain 1d8 of damage against magic users. If the smite would kill a target you gain temp hp equal to 1d8+ charisma mod.

 

At level 7 the armor and weapons summoned by shroud of twilight become +1

At level 12 the armor and weapons summoned by shroud of twilight become +2

At level 15 the armor and weapons summoned by shroud of twilight become +3

 

Sixth Sense

At seventh level your connection to life and death grows so profound you gain an aura of warning. Friendly creatures within 10 feet of you including yourself cannot be surprised , In addition you reroll 1’s on failed saving throws.

A Flip Of The Coin

At level 15 As a reaction to an attack or spell you may enter the shadowlands, you may do this before knowing the outcome of the attack roll or spell roll but not after. In the shadowlands you are immune to damage but must make a charisma save dc 15 on a success you immediately  return to the living realm, on a failure you are entrapped within the shadowlands and only escape on your next turn which immediately ends your turn. You may do this equal to your charisma mod. Regaining uses on a long rest.

Death Holds No Sway

At 20th level you walk freely between the realm of the shadowlands and the realm of the living, as an action for one minute your flesh becomes wreathed in twilight's sky. The spirits of both answering your call. You may use this ability once per long rest.

 

For one minute a shroud of spirits surrounds you in a 30 feet radius, Whenever you make an attack action you may make this attack from anywhere within this radius. 

 

You also gain resistance to damage from non magical sources.

 

As a reaction anytime you would be hit by an attack you may instead force it to miss.

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes