Base Class: Paladin
The Oath of Vigilant Shadows calls to those who wish to protect others and those who wish to fight the injustice in the world. The few who decide to carry the burdens of others are called "Shadows". They are driven by their unwavering resolve to bring those who oppress the weak to justice. Paladins who swear this oath, become the beacons of hope to common people, for there ever be tyranical corruption or injustice afoot, the ones who lurk in the shadows will put an end to it. Such guardians are the pilllars of virtue and righteousness, while not afraid to walk the darker paths, if it means the well-being of the masses. They are watchful protectors, silent guardians, the vigilant shadows.
Tenets of Vigilant Shadows
Answer the Call. One should answer the call of those in need. To ignore this call is to become enemy of thyself.
Punish the Unjust. Where is injustice, there are those who would exert their power to dominate others. For they oppress the innocent, they shall be smitten.
Protect Yourself. Only those who can help themselves, can help the others. Become an example to those who are helpless, for they need one.
Live in the Shadows. To be in the spotlight is to catch the unwanted attention. Stay in the shadows, become one of those you protect, so you can continue to serve them.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Vigilant Shadows Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Vigilant Shadows 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 |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vigilant Shadows. As an action you can channel the gloom within you and animate it. Magical darkness spreads from you to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. You can sense and percieve all living creatures within this darkness, even if you would not normally. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Only light created by spells of level equal to your charisma modifier or higher can illuminate this darkness (at least 1).
Veil of Silence. As an action you can call upon the eternal silence to encompass everyone within 10-foot radius around you. No sound can be created within or pass through. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
At 18th level, the range of both channel divinity options can increase up to 30 feet if you choose so.
Gloaming Sight
At 3rd level, you gain darkvision out to a range of 60 feet.
Aura of Alertness
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be surprised while they are conscious. Mental alarm alerts you with a ping in your mind whenever a Tiny or larger creature enters this aura. This ping awakens you if you are sleeping.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Ever-Vigilant Watch
At 15th level, your sharpened senses help you protect those who might fall victim to unsuspected dangers. When a creature you can see within 60 ft. is the target of an attack, you can use your reaction to give this creature bonus to AC equal to your charisma modifier (minimum of 1) for this attack.
Alternatively, as a reaction when you have to make a Wisdom (Perception) or Intelligence (Investigation) ability check that relies on sight, you can expend one use of your Divine Sense to gain advantage on the roll.
Watchful Protector
At 20th level, you're able to channel the spirits of the previous Vigilant Shadows to assist you in protecting those in need. As an action, you embrace these spirits, gaining the following benefits for 1 minute:
- You gain Truesight and can see into the Ethereal Plane, out to a range of 60 feet.
- You become immune to Illusion Spells and effects.
- All attack rolls made against you and the creatures of your choice within 30 feet of you, are made with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Mar 26, 2021This is exactly what I had in mind for my homebrew game of a Order of Knights who protect from the shadows.