Base Class: Paladin
A champion of goblins, steeped in the shadowy depths that they call home, so pervasive it imbues it's very soul. Wrapped in shadows it prowls in the depths waiting for a challenge, craving victory and battles with which to make it name. Since it is seen so rarely by it's own kind it is often thought of as a ghost, monster, or beast that attacks those appear to be a worthy foe and vanishes into the darkness. It holds no allegiance to it's own kind, as more often than not they do not know of the Goblin Lord's existence, other gobliniods that could be considered a worthy foe are as likely to become it's prey as an outsider would If they stumble across it's path. However when it's presence is known it is often feared, respected, and at times can be found in the hierarchy of a lair or just left to it's solitary hunt. Like all goblins it possesses a restless nature that at times can not be sated while it lingers in the depths. The craving for achievements, victory, battles, and challenges grows too strong and pulls it fiercely towards the outside world and whatever adventures awaits. That is often when it takes up the mantle of an adventurer, and seeks out that which it craves most.
Oath Spells
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Level
(3) Expeditious Retreat, Hunters Mark
(5) Invisibility, Mirror Image
(9) Gaseous Form, Haste
(13) Greater Invisibility, Confusion
(17) Contagion, CloudKill
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Cloak of shadows: As an action you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Divine Strike: Once on each of your turns when you hit a creature with a weapon, you can infuse your weapon strikes with poison. You can cause the attack to deal an extra 1d8 of poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Tools of the Trade. As an action, you can imbue a set of Thieves' Tools with divine grace. For 1 minute, the tools are considered magical and you add your Charisma modifier to skill checks with the tools (minimum bonus of +1).
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying these tools, or if you fall unconscious, this effect ends.
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.
Umbral Sight
At 3rd level, you gain dark vision out to a range of 60 “feet. If you already have dark vision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on dark vision. While in darkness, you are invisible to any creature that relies on dark vision to see you in that darkness.
Aura of Shadows
Starting at 7th level, you emanate a shadowy aura that dulls the senses, which gives you the following benefits. The paladin has learned how to blend in with the shadows muting his presence, and dulling the senses of others to his presence. The paladin always has a bonus to Dexterity (Stealth) checks equal to their Charisma modifier (minimum of +1).
At 18th level this bonus increases to double their Charisma modifier (minimum of +2)
Cull the Herd: You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
Treacherous Strike: If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
Nature of Shadows
Beginning at 7th level, the power of the shadows casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. You are always icy cold to the touch, you can hold your breath indefinitely, you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
In addition, as the shadows infuse you with it’s brutal power you grow 1d4 ÷ ½ feet in height (Changes race size from small to medium) and age at a slower rate. For every 10 years that pass, your body ages only 1 year, Additionally, you suffer none of the drawbacks of old age, and are immune to being magically aged.
At 14th level on your turn, you can use a bonus action to regain hit points equal to 1d8 + your Paladin level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.
Once you use this feature, you can't use it again until you finish a short or long rest.
Shadow Walk
At 15th level, you gain the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
Unholy Nimbus
At 20th level, as an action, you can emanate an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy creature starts its turn in the perpetual darkness, the creature takes 10 necrotic damage. Additionally, the paladin and creatures they choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, the paladin can use a bonus action on their turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin's Charisma modifier.
After activating the aura, the paladin can't do so again until they finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/22/2019 12:04:13 AM
|
16
|
1
|
1.5
|
Coming Soon
|
|
|
2/1/2019 1:48:11 AM
|
46
|
2
|
--
|
Coming Soon
|
|
|
2/1/2019 2:24:29 AM
|
57
|
2
|
2.0
|
Coming Soon
|
Comments