Paladin
Base Class: Paladin

The Oath of Silence signifies to the world that a paladin is committed to that which is good and opposes that which is evil. Often referred to as beacons of knowledge or knights of shadow, these paladins take a vow to not speak and follow a selfless path. They keep a low profile and use violence only as a last resort. They do not serve any particular deity, instead, these paladins follow truth. They wear plain armor of warm or cool greys.

The oath is unspoken, but the tenets of the oath are as such:

Speak Not. The tongue is full of selfishness, it must not be used.

Listen Well. The path to knowledge is paved with paying attention to all.

Learn Much. The world is full of good and evil, become decerning in which is which.

Strike Evil. The evil of this world must be eradicated.

Look and Listen

Your silence allows you to become undistracted and gain proficiency in perception and insight.

Stealth Expert

Your silence allows you to become undetected, gaining the following benefits:

You ignore the verbal components of spells.

Your movement speed is not halved while stealthing.

You no longer have disadvantage on stealth checks while wearing heavy armor.

You gain proficiency in stealth.

 

Channel Divinity

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

Punish Evildoers. As an action you can make your, and your companion's attacks are fueled by righteous fury, using your Channel Divinity. For 1 minute, once per turn, you and all friendly creatures within a 10 ft radius may add your Charisma modifier to an attack and damage roll made with a single attack. On a successful hit the creature who made the attack receives one of the weapon that made the attack's damage die plus your Charisma modifier of healing. The weapons that are used with this ability are considered magical for the duration.

Turn the Unwise. Through observation, you learn how to intimidate an opponent. As an action, you present your holy symbol, and each hostile creature within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature 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. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed, and gain the cantrips Guidance, and Message.

Oath of the Open Sea Spells
Paladin Level Spells

3rd

bless, sleep

5th

detect thoughts, invisibility

9th

gaseous form, sending

13th

freedom of movement, greater invisibility

17th

dream, telepathic bond

Aura of Silence

Starting at 7th level, you gain expertise in stealth and emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you has advantage on stealth checks.

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

Sneaky Smite

At 15th level, through observation, you learn how most effectively strike at an opponent. Once per turn, if you hit a target with an Attack you have advantage on, or if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the attack roll, you may use your divine smite for free without expending any spell slots.

Silent as the Grave

At 20th level, you become the epitome of all you have learned, becoming an angel of death. As an action, with a silent scream, the shadows themselves coalesce around you for 30 ft, and you gain the following benefits for 1 minute:

  • You can use an action to snap your fingers and smite with max damage distributing the damage to any creature within a 30ft shadow radius, and distributing just as much healing to any creature within said radius.
  • You sprout wings of shadow and gain a fly speed of 60ft.
  • You can take the Hide action as a bonus action.
  • You become immune to necrotic damage.

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

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