Paladin
Base Class: Paladin

Unholy Paladins are the fanatical zealots serving varying deities.  Unholy Paladins serve their deity by spreading their dogma and convert individuals to follow in their stead, and lay waste to those who choose not to listen.

However, lower level paladins may become just the opposite. They may put on a polite and mild-mannered facade, but their intents remain the same. Much like your average paladin can range from a beacon of hope to a tool of holy wrath, your average paladin may lie through his teeth, and paint himself a noble hero, or they may simply be the darkest most twisted husks of knights one could imagine.

Their inner ordered nature of holiness is constantly at battle with the inner chaotic nature of damnation.

Tenents of Lucidity

Warden of Twilight: Navigate the boundary between dreams and reality, embracing shadows to confront inner darkness.
Dreamweaver's Guidance: Foster curiosity, urging others to question norms and seek diverse truths.
Shadowsong Symphony: Harmonize with the shadows, conducting their melodic whispers to orchestrate chaos and conquest.
Nightmare Dominion: Embrace the anger and darkness that lurks in the depths of your mind, wielding its terror to subjugate those who oppose your will

Channel Divinity

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

Secular Weapon. As an action, you can imbue one weapon that you are holding with negative energy, using your Channel Divinity For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also devours bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your unholy symbol and speak a curse, censuring celestials and the living, using your Channel Divinity. Each celestial or living being that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Draumr Spells

Aura of Nightmares

Starting at 7th level, hostile creatures within 10 ft. of you must make a Charisma saving throw or be frightened.

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

Spirit of Entropy

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Tainted Nimbus

At 20th level, as an action, you can emanate an aura of darkness. For 1 minute, negative light bursts from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the perpetual darkness, the creature takes 10 necrotic damage.

In addition, for the duration, you have advantage on saving throws against spells cast by celestials or the living.

Once you use this feature, you can’t use it again until you finish a long rest.