Base Class: Paladin
One night, I stood alone in the dark, feeling abandoned by my higher power. I questioned why I was facing such a fate. As I gazed up at the moon, I noticed an unusual shine. It felt as though the moon was trying to communicate with me. I felt comforted and reassured, knowing that everything would be alright. After that moment, I felt a renewed sense of purpose. I was determined to live each day with purpose, knowing that the moon watched over me and approved of my actions. Whenever I felt lost or scared, I looked to the moon and felt its gentle light guide me. I knew I was never alone and that there was always hope, even in the darkest moments. Thanks to the moon's grace, I found the strength to keep going. I knew that the moon would always protect and bless me. It had become my new higher power, and I trusted that it would be there for me through any challenge.
Paladins who find themselves lost and lucky enough to find refuge in the light of the moon, go hunting in the night. These paladins shoulder the responsibility of cloaking themselves in shadow with only moonlight to guide them as they fight and hunt down all that goes bump in the night.
Dark Vision
You're granted up to 30 feet of Dark Vision.
Dark Vision
You're granted up to 30 feet of Dark Vision.
Resistance
When walking down the path of twilight you gain resistance to radiant and necrotic damage.
Resistance to Radiant
When walking down the path of twilight you gain resistance to radiant and necrotic damage.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Tidings of the Moon: Once every long rest, you have the ability to cast a healing aura of moonlight within a 20-foot radius. This aura can heal a creature for 1d6 hit points, but only if they are at 0 hit points and not already dead.
Shadow of Twighlight- By channeling the shadow of twilight through your channel divinity, you can use the powerful ability of Shadow of Twighlight. This action causes the Shadows to form in a 20ft radius in a 60ft range, and any creature within the area must make a Dexterity saving throw of 13({{savedc:dex}}), on a failed save, they become restrained. Furthermore, any creature that enters the affected areas must make the same Dexterity saving throw of 13 or move through rough terrain.
Oath Spells
You gain oath spells at the paladin levels listed.
Vestige of Twilight 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 |
Resistance
When walking down the path of twilight you gain resistance to radiant and necrotic damage.
Resistance
When walking down the path of twilight you gain resistance to radiant and necrotic damage.
Shadows Protection
By the time you reach 7th level, your connection with the shadows becomes stronger. You're able to control the shadows around to impose disadvantage on attack rolls made on creatures within 5ft of you, but you must choose to do so before the roll is made.
Additionally, when making Stealth rolls, any creature within 5ft of you gains an extra 1d4 added to their roll, plus their DEX modifier.
At 18th level, the range of your shadows can reach up to 15 feet.
Shade Runner
At 15th level, you gain the ability to move through shadows. You and one creature of your choice can travel up to 60 feet through shadows to an unoccupied space. If the creature is unwilling, they must make a contested Strength check against you. If they succeed, they do not travel through the shadows with you, but if they fail, they do.
You're able to use this as a bonus action equal to the amount of times as your Charisma modifier, with a minimum bonus of +1.
The Vestige of Twilight
At 20th level, you can transform into the form of true twilight by using your action. This transformation lasts for 10 minutes and provides you with these benefits:
- The ability to use your Shade Run as a bonus action and your movement, up to a range of 60 feet. There is no limit on the number of times you can use it during this time.
- When an enemy creature enters within 15 feet of you they must make a CON saving throw (DC {{savedc:cha}}) or be blinded until their next turn.
- With your power over shadows your melee reach is increased from 5 feet to 10 feet.
- The ability to add 2d6 radiant damage to each successful melee attack.
Previous Versions
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