Paladin
Base Class: Paladin

The oath of midnight calls for those who have suffered the terrors of the darkness and now seek to protect others from experiencing them. People who take this oath are commonly known as silver knights, moonshine knights or night knights, and are devoted to the crusade of casting away the shadows of darkness and lighting the fires of hope in the hearts of mankind. It is believed among these paladins that it is during the darkest nights that the stars shine brighter. When siting around a campfire at night, a midnight paladin will always have a tale to share, for they know that in the valor of stories from yore all shall find the comfort needed to overcome the shadows of the night. This oath is often sworn under the night sky to gods of the moon or gods of the stars. Paladins of midnight adorn their equipment with iconography of moons and stars and tend to wear clothes in black and white.

TENETS OF MIDNIGHT

Be the light. Let the light of your joy and courage be a beacon of hope to those in despair.

Kindle the fires of hope. Fight to defend hope, love and happiness. Always hold them in your heart.

Dispel the darkness. Fight to banish fear, tyranny and despair. Show disdain for those evil of heart.

Be open hearted. Show compassion and kindness to those who have lost the path of the light.

Preserve the tales. Keep alive the tales of heroes of yore, for people find comfort in them.

 

Channel Divinity

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

Moonshine. As a reaction, when a creature within 30 feet of you is hit by a melee attack you can cause a flash of blinding moonlight to strike your foe, using your Channel Divinity. The attack misses instead and the attacker must succeed on a Constitution saving throw or be blinded until the start of its next turn.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Midnight Spells

Aura of Starlight

Starting at 7th level, you and friendly creatures within 10 feet of you gain darkvision out to a range of 60 feet and gain advantage on saving throws against being charmed, frightened and stunned, while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Midnight Wearer

Beginning at 15th level, you can channel the power of the night, gaining the following benefits.

One with the Night. You can hide as a bonus action when you are in dim light or darkness.

Moonlight Shroud. As a bonus action you channel the light of the moons. For the next minute, you can add your Charisma modifier to any damage roll you make, once per turn. Additionally you shed bright light in a 15 foot radius and dim light for an additional 15 feet, and any shapechanger in that light must succeed on a Constitution saving throw or change back into its true form. You may use this bonus action a number of times equal to your Charisma modifier, the number of uses resets on a long rest.

Nocturnal Champion

At 20th level, as an action, you can manifest a form that shimmers with both the light and shadows that roam the night. Your first attack to hit after you use this action will become a critical hit, and for the next minute, or until you fall unconscious, you regain 5 hit points at the start of each of your turns. Additionally, roll 1d20 at the start of each of your turns, if you roll 10 or less you take a form of darkness, if you roll 11 or more you become a silhouette of light, gaining the corresponding benefits:

Form of Darkness. While in a form of darkness you gain the benefits of half cover and can, as a bonus action, force an enemy creature within 30 ft. that can see you to make a wisdom saving throw, on a failure the creature is frightened of you until the start of your next turn, undead make this saving throw with disadvantage.

Silhouette of Light. While in a silhouette of light you shed bright light in a 30 ft. radius, and dim light for an additional 30 ft. At the start of your turn you can choose a number of creatures equal to your charisma modifier that are within the bright light to take 10 points of radiant damage. Also you can, as a bonus action, force an enemy creature that is within 30 ft. that can see you to make a constitution saving throw, on a failure the creature is blinded until the start of your next turn, undead make this saving throw with disadvantage

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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