Base Class: Paladin
Forsaken are the blades in the night, the deliverers of retribution, the ones that make even the most hideous of monsters scared of the dark. Those who take this oath abandon honor, virtue, and fame in light of practicality, order, and above all, the drive to get the job done.
Tenents of the Forsaken
Contracts are Contracts.
It is not your place to weigh the morals of a matter, only to carry out the mission. If you sign the line, your soul is bound to its completion.
No Emotions on the Job.
Your job requires a cool, calm, rational mind. Do not let emotions ruin that. During your off time, eat, drink, and be merry, but during a job, no emotions.
Professionals Have Standards.
You do not kill anyone outside of the contract unless they are specifically stopping you from completing the mission. Children, the unarmed, and the lame will not be injured.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | |
| 5th | blur, [spell]web[/spell] |
| 9th | fear, [Tooltip Not Found] |
| 13th | blight, dimension door |
| 17th | hallow, dominate person |
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.
Cloak of the Penitent-
As an action, you summon a cloud of magical darkness centered on you, you can see through this as well as any allies within 5 feet of you. The cloud has a 15 foot radius and enemies inside the cloud are considered blinded.
Blasphemous Blade-
As an action you cloak your weapon(s) in either psychic or necrotic energy, your choice. The weapons then gain bonus damage equal to your charisma modifier (minimum of 1). This lasts for one minute or until you end it using an action or go unconsious. You can either as soon as you use this ability on a later turn, slam your blade into the ground causing a rippling wave of the intended damage to go rippling out in a 30 foot cone. Each creature in that area must make a Con save equal to your spell save DC or take 4d6 of the intended damage on a failed save, or half as much on a successful one. At 9th level this damage increases to 6d6, and at 17th it increases to 8d6.
Aura of the Hunter
Starting at 7th level, you constantly emanate a grounding aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If an ally is in this range, they gain advantage on wisdom and charisma saving throws.
At 18th level, the range of this aura increases to 30 feet.
Shadows' Blessing
As a bonus action, you gather the forces of the shadows and draw strength from them. You and your allies within 20 feet gain temporary hitpoints equal to your Charisma modifier (minimum 1). Also, any magic that detects lies, no matter what you say, detects you as truthful. And you cannot be made, to tell the truth.
Inheritor of Shadows
At 20th level, you gain the ability to harness the power of the darkness that you draw power from. As an action, you can magically gain the aspects of a Shadow Lord, gaining the following benefits for 1 minute. You grow two feet, and you sprout horns and claws. Your skin toughens and you begin to emanate a dark fog.
- Dark Vision is out to 120 feet, if you already have it you add 120 feet to it.
- As a bonus action on your turn, you may make an attack with your claws, which are considered a finesse weapon with which you have proficiency. The claws deal 1d8 plus your Strength or Dexterity. You can make this attack even if your hands are otherwise occupied.
- Whenever you deal damage you deal an additional, 2d6 extra psychic damage.
- The damage you deal ignores resistance and treats immunity as resistance.
- You have resistance to bludgeoning, piercing, and slashing damage.
Once you use this feature, you can’t use it again until you finish a long rest.