Base Class: Paladin
Those sworn to Gloam are the ones who travel along twilight, just at the edge where life ceases and death takes hold. In darkness or in ash, of those who take this Oath are the ones who pledge to punish the deathless and divine. Even gods must meet an end for injustice.
TENETS OF GLOAM
A paladin who takes this oath has the tenets of gloam marked in graceful inscriptions their equipment holds. Often using ivory or skins of slain gods.
Chase Twilight. All things deserve a proper night, bring rest to the restless and comfort to the weary.
Equal Order. Even the divine must see justice, none are above laws and higher powers must answer to mortals as well.
Against Eternity. Immortality is a burden none must bear. Slay those who cannot be slain.
Respect Death. Death is sacred and to be treasured. Give proper love to the passing of another, give graceful care to the corpses on the wayside.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Sunset Blade. As a magic action, you can imbue one weapon that you are holding with shadow, using your Channel Divinity. You brandish your weapon in an attack, dashing in a 10 ft. line and striking an enemy. On hit a 30 ft. cone originating from you leaves behind a burning trail of shadow for 1 minute, creatures that start their turn within this area must make a Constitution saving throw or begin burning (1d4). While burning in this way the target takes an additional 1d4 fire damage and 1d4 necrotic damage at the start of their turn. After the initial attack of this ability resolves, your weapon retains the shadow flame for 1 minute. On hit dealing 1d4 fire damage and 1d4 necrotic damage to creatures within a 15 ft. cone originating from you.
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.
Dark Soul. As a magic action, you present your holy symbol and cause shadow to burst forth from you. Your aura becoming a burning shadow that enacts gloom and depression to all in its wake. For the next minute you retain concentration on this ability which converts your Aura of Protection into a negative energy aura. You lose the benefits of Aura of Protection for the duration, instead all creatures within your Aura of Protection range are afflicted by its negative energy; turning any failed saving throws into successes and any successful saving throws into failures. This feature does not bypass Legendary Resistance or similar features.
Gloam-Eyed
Upon taking this Oath you gain advantage on Survival checks to locate a Celestial creature and any Intimidation checks made against creatures of this type may add your Paladin level to the total once per long rest. Additionally your Divine Smite deals an additional 1d8 damage to celestial creatures and can be converted to psychic damage. You may choose to deepen this Oath at any time by promising one eye to the dark, forever closing it and sealing it with your holy symbol appearing over it as a tattoo. Losing your eye this way cannot be reverted except by a Wish spell or similar magics, upon which you lose the additional effects of deepening when regaining the lost eye. When choosing to deepen your Oath you select a creature type that is additionally affected by Gloam Eyed.
Aberrations
Your Gloam Eyed class feature now applies to Aberrations.
Beasts
Your Gloam Eyed class feature now applies to Beasts.
Constructs
Your Gloam Eyed class feature now applies to Constructs.
Dragons
Your Gloam Eyed class feature now applies to Dragons.
Elementals
Your Gloam Eyed class feature now applies to Elementals.
Fey
Your Gloam Eyed class feature now applies to Fey.
Giants
Your Gloam Eyed class feature now applies to Giants.
Humanoids
Your Gloam Eyed class feature now applies to Humanoids.
Monstrosities
Your Gloam Eyed class feature now applies to Monstrosities.
Oozes
Your Gloam Eyed class feature now applies to Oozes.
Plants
Your Gloam Eyed class feature now applies to Plants.
Oath of Gloam Spells
You gain oath spells at the paladin levels listed.
Oath of Gloam Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
shadow blade, halflight* (replace with wither and bloom if halflight is not available) |
|
9th |
|
|
13th |
|
|
17th |
Aura of Unseen Darkness
Starting at 7th level, your aura emits a constant and unseen darkness. Friendly creatures within your aura count as being within darkness for the purposes of magical effects, traits, or spells.
At 18th level, the range of this aura increases to 30 feet.
Chaser of Twilight
Your connection to the end of life is further entrenched. A duty to put down that which must cease, and aiding in this duty are those who live in death. You permanently benefit from the effects of Speak with Animals but only toward serpents, corvids, or carrion insects. Such creatures recognize you as an ally and will typically aid you within reason. You can choose to deepen your Oath at any time by allowing your body to undergo a physical change, doing so you choose one of the following:
- Serpent. You grow patches of pallid scales along your body and your eyes become serpentine. You can expend 5 ft. of your movement to escape a grapple and the first 5 ft. of movement you take on a turn is instead a burst of 15 ft. movement taken for the cost of 5. When you are targeted by an attack or harmful effect, you can take the Dodge action as a reaction to that one instance.
- Corvid. You grow a single crippled black wing and become abnormally lighter, ignoring 50 lbs. of your total weight. You gain a temporary flying speed each turn up to half your movement speed and any time you would fall you glide to the ground safely at a rate of 30 ft. per round. When you use all of your temporary flying speed you must land before you are able to fly again. You may replace an attack to flap your wing, allowing you to be shoved in a direction of your choosing up to 15 ft.
- Carrion. Your skin darkens and becomes tougher than normal, a black carapace forms near your face in a visor-like/mask-like manner. You gain resistance to nonmagical bludgeoning and slashing damage and gain an uncanny sense for death. You gain a bonus 30 movement speed when moving toward a target that is in critical condition and you can use your bonus action to interact with a corpse; feasting upon the dead and turning the corpse to ash. After doing so you gain half your Paladin level in temporary hit points.
Carrion
Your skin darkens and becomes tougher than normal, a black carapace forms near your face in a visor-like/mask-like manner. You gain resistance to nonmagical bludgeoning, and slashing damage and gain an uncanny sense for death. You gain a bonus 30 movement speed when moving toward a target that is in critical condition and you can use your bonus action to interact with a corpse; feasting upon the dead and turning the corpse to ash. After doing so you gain half your Paladin level in temporary hit points.
Corvid
You grow a single crippled black wing and become abnormally lighter, ignoring 50 lbs. of your total weight. You gain a temporary flying speed each turn up to half your movement speed and any time you would fall you glide to the ground safely at a rate of 30 ft. per round. When you use all of your temporary flying speed you must land before you are able to fly again. You may replace an attack to flap your wing, allowing you to be shoved in a direction of your choosing up to 15 ft.
Serpent
You grow patches of pallid scales along your body and your eyes become serpentine. You can expend 5 ft. of your movement to escape a grapple and the first 5 ft. of movement you take on a turn is instead a burst of 15 ft. movement taken for the cost of 5. When you are targeted by an attack or harmful effect, you can take the Dodge action as a reaction to that one instance.
The Godslayer
As a magic action you can transform into the pure vessel of wrath against the unjust divine for 1 hour. Your aura becomes a storm of shadow that sweeps away at life, whilst your form and weapon are touched by the power to kill even an immortal. Creatures of your choice that start their turn in your aura have their maximum hit points reduced by 1d4. You can use your bonus action to meld into shadow and reappear in a point of darkness you can see within 60 ft. Your weapon's damage cannot be reduced in any way by any creature and if a creature is struck by this weapon while at 100 hit points or lower it must make a Charisma saving throw or be targeted by a follow-up attack, on hit instantly killing the target as you slay their soul.
Once you use this feature you cannot do so again until the next Dusk.
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