Paladin
Base Class: Paladin

The Oath of the Hidden One serves warriors who prefer to be strikers. To serve a greater purpose by tearing down any given tyrannical establishment through a collective. The Oath of the Hidden One is called such for they might present themselves as meere commoners. They slip into the collective of the people, representing the larger desire of humankind. A desire to be free from the clutches of authority they squirm underneath.

Hidden Ones often don themselves in the style of the commoners they reside with. Preferring to mask themselves with hoods, simple scarves and masks to hide their identity. This does not mean that Hidden Ones forego personalization however. As Hidden Ones embrace the individuality and beauty in eccentricity found amongst people.
Most Hidden Ones prefer to keep on their helmet at all times. Their identities are the most precious thing they have, so identifying a Hidden One is a privilige and sign of great trust.

The Oath of the Hidden One emphasises single target annihilation while evading and assisting your allies in keeping out of your enemies reach. Hidden Ones gain an arsenal of good mobility and offensive options to learn how to annihilate their selected foes.

Hidden One Paladins are also referred to as ‘Hooded Knight’ or ‘Bladed Eagle’

TENETS OF THE HIDDEN ONE

The Tenets of the Hidden One promotes Freedom, Autonomy, Equality and Destiny.

Freedom - As a Hidden One you fight in the name of freedom. The freedom of religion, freedom of speech and freedom to act. You are a harbinger of those bound in chain. Restore liberty and fight in pursuit of equality for the masses. Only united and strong can you bring true liberty to the people and those around you.

Break The Chain - Break the chain that threatens to restrain the people’s liberty. If freedom is to be ensured, there are those who must die. In the pursuit of freedom for all, those which threaten the name of freedom must be relieved of their lives so others can keep theirs. 

Spread Change, Not Chaos - The work of a Hidden One is rife with chaos, progress and desire for change. A Hidden One has the responsibility to always try and mitigate the chaos that their goals may result to the very best of their abilities. A Hidden One can not conflate change and chaos and must always strive to attain control and responsibility over their actions. Anarchy, destruction and chaos inevitably gives way for tyranny and oppression.

Chart Your Own Destiny - Seek change, adventure and embrace life. You must be the one to determine your own path. Be the paragon of change you wish to see in the world, no matter what you must stay true to your purpose and spread your wings to your fullest.

Editor's Note ~
[ This is a subclass inspired by 'Assassin's Creed' designed for the Paladin. This subclass is focused on offense, exploration and mobility options. Enjoy! ]

Channel Divinity

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

Ride the Gale. Using your action you become one with the wind that carries you. For 10 minutes you and a total number of allies equal to your charisma modifier that you can see move at twice your normal speed, opportunity attacks against you and your allies are made with disadvantage, you and your allies do not suffer any reductions to your climbing and swimming speed. You and your allies have resistance to falling damage while underneath this effect.

Deadman's Mark. As a bonus action you can mark a creature that you can see within range. You have advantage on attack rolls made against that creature for 1 minute until it is knocked unconscious.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Vengeance Spells
Paladin Level Spells

3rd

feather fall, hunter’s mark

5th

misty step, pass without trace

9th

haste, major image

13th

greater invisibility, locate creature

17th

scrying, mislead

Aura of Liberty

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creatures of your choice within 10 feet of you cannot be grappled or restrained. Selected creatures ignore penalties to their movement made by walking, climbing and swimming through non magical terrain. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape non magical restraints. 

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Flow of Hidden Fury

When a creature is under the effects of your Deadman’s Mark channel divinity, you can use your reaction on your turn to make an attack roll against the creature.

Emissary of Freedom

Emissary of Freedom

At 20th level, once per long rest you can assume the visage of an eagle, wild and free, gaining the following benefits for 1 hour.

  • When activated you gain 60 feet of flying speed as eagle wings grow from your back.
  • You can pass through a creature once per round. Doing so makes the creature take 1d12+CHA in radiant damage. 
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

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