Base Class: Paladin
Not all who are righteous work in the daylight. Those who take the oath of the ShadowKeepers understand that darkness is just as much of an ally as light. For one cannot exist without the other. You are an an agent of Twilight - one that walks the balance between Life and Death using the magic of Shadowfell to deliver justice from the shadows. While not everyone will approve of your means the results you achieve are undeniable.
Tenants of the ShadowKeepers
The tenants of the ShadowKeepers have been passed down over several centuries, modified as needed to adapt to the social and economic environments of enclaves that abide by them. While no enclave is identical, they all share the following core tenants:
Shadows Need Light. While we wield darkness to fight - we cannot let our our inner light be extinguished by the power we wield.
Light Needs Trust. We never betray those that have taken our oath.
Trust Needs Numbers. Build and maintain a network of contacts to find those we bring to justice.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the ShadowKeepers Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the ShadowKeepers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | armor of Agathys, command |
| 5th | Silence, Darkness |
| 9th | bestow curse, Vampiric Touch |
| 13th | dominate beast, Freedom of Movement |
| 17th | Steel Wind Strike, Greater Restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Umbral Veil. As a bonus action, you may imbue you and your allies with a touch of shadow energy, masking their true nature and bestowing unnatural grace and fluidity of motion. Select a number of creatures up to you Charisma modifier (excluding yourself). For one hour, you and the true nature of the selected creatures is masked from abilities, spells and effects that are meant to determine, or react based on your creature type. You may as present as whatever creature type you wish, and no magical or supernatural means can determine otherwise. Spells and abilities that effect the creature type chosen will still not impact you. During this time, you and the selected creatures are also immune to being grappled or restrained. You may extend these effects by expending a spell slot of level one or higher, gaining an additional hour per spell level.
Shadow Reflexes. When you are targeted by an attack you can see, you may use your reaction to extend your senses through surrounding shadows and darkness to improve your reflexes. For one minute, all attacks against you are made with disadvantage when you can see the attacker. You also get an additional number of reactions per turn equal to your half of your Charisma modifier rounded up (minimum of one).
Umbral Smite
Your smite now does force damage. It loses the additional damage done to undead creatures.
Penumbral Aura
Starting at 7th level, you are able to channel Shadowfell and create an aura of unobstructed sight and life transference while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. While within this aura, you and any friendly creatures can see normally in darkness, both magical and nonmagical, up to 30 feet. Whenever a creature within your aura does damage with an attack that did not include you, you may use your reaction to siphon a portion of energy from the attack. You reduce the damage of the attack by half of your paladin level and regain that many hit points.
At 18th level, the range of this aura increases to 30 feet and the ability to see normally in darkness extends to 90 feet..
Auric Displacement
Starting at 15th level, your connection to Shadowfell strengthens giving you supernatural vision and control over other people's shadows.
You gain truesight equal to the range of your Penumbral Aura.
As a bonus action, you may chose another creature you can see as the center of your Penumbral Aura. So long as you remain on the same plan as that creature, your Penumbral Aura emanates from their location letting you see everything inside the aura. You retain any benefits and abilities bestowed by your aura even if you are not within it.
Whenever you use your reaction granted by Penumbral Aura, you may teleport to an unoccupied space within 5 feet of the attacker and gain advantage on your next melee attack.
Shadow Warrior
At 20th level, you gain the ability to fully embrace and channel the power of Shadowfell and become an avatar of Darkness. While you are in dim light or darkness you gain the following benefits:
- You gain one additional reaction per turn
- When you take the Attack action on your turn, you can make one additional attack as part of that action against any creature within your Penumbral Aura
- Your melee attacks score a critical hit on a roll of 19 or 20 on the d20
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