Base Class: Paladin
Night Knights are paladins who were killed in battle or something killed them while sleeping. They come back and make an oath. Some of them can’t accept that they came back in this shadowy form and go feral. They can be paladins who made other oath while they were alive, but they will lose every memory about who they were before.
Those who go feral there is no return, they abandoned reason for madness for ever.
The shadow paladin wears a set of imposing, darkened plate armor adorned with intricate engravings of both celestial symbols and mysterious runes associated with the shadows. The armor itself seems to absorb light rather than reflect it, giving it an almost ethereal, otherworldly appearance. The edges of the armor are sharp and angular, creating a menacing silhouette. A billowing cape flows from the back of the armor, seemingly made of shadows itself. It moves with an otherworldly fluidity, blending seamlessly with the darkness around the paladin. When in motion, the cape almost appears to conceal the paladin entirely, allowing them to slip into the shadows unnoticed.
Night Knight Spells
An Night Knight paladin loses previously gained oath spells and instead gains the following Night Knight spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | silent image, inflict wounds |
| 5th | knock, darkness |
| 9th | animate dead, bestow curse |
| 13th | blight, confusion |
| 17th | contagion, dominate person |
Channel Divinity
An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
You gain two Channel Divinity options:
Dreadful Aspect - As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC {{savedc:cha}}). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.
Hiding in the darkness - You can cast invisibility as a bonus action without spending spell slot.
Aura of shadow form
Starting at 7th level, the paladin, as well any friendly creature within 10 feet of the paladin, resistance against any non-magical attack. A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Darkness calls
At 15th level, You can cast misty step at will as a bonus action while in darkness, and you can see through magical darkness.
You learn abyssal language.
Dark Lord
At 20th level, the paladin can.
Once per 2 days, as an action, you can darken the sun for 8 hours. Ignore every negative effect you gain from sunlight while the sun is darkened.
You gain immunity against necrotic damages.
You are invisible in the darkness.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/7/2024 6:17:21 PM
|
2
|
0
|
0.7
|
Coming Soon
|
|
|
1/7/2024 6:25:50 PM
|
2
|
0
|
--
|
Coming Soon
|
Comments