Paladin
Base Class: Paladin

Paladins who swear the Oath of Eternal Night forgo the lofty standards of conduct and shining armor of their compatriots: instead, they don blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called ravens, bind themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a raven is not far behind.

Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:

None are Exempt. Even kings and magistrates that write the laws must be held accountable to them.

Good of the Many. The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.

Knight of Night. When justice is not done in the light of day, it must be restored in darkness.

 

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

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.

Cover of Darkness. As an bonus action using your Channel Divinity, you can create a 15-foot radius sphere of magical darkness centered on a point you can see within 30 feet of you. This sphere spreads around corners and lasts for one minute. You can see through darkness you create in this way.

Shrouded Armor.  As an action using your Channel Divinity, you can draw shadows from the Plane of Shadow and imbue it upon a suit of armor you are wearing. This armor is cloaked in a tenebrous swirl and reflects no light. You can add your Charisma Modifier to Stealth checks you make while wearing the armor, and the armor doesn’t impose disadvantage on your Stealth checks.

his effect ends after 8 hours, or if you end the effect on your turn (no action required). The effect ends early if you remove your armor or fall unconscious.

 

Slip into the Shadows

Starting at 7th level, you and friendly creatures within 10 feet of you can take the Hide action as a bonus action.

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

Cloak of Night

Starting at 15th level, as a reaction when you take damage, you can shed small flakes of darkness which briefly whirl around you before disappearing. The next attack roll made against you before the start of your next turn has disadvantage.

Shadow Form

At 20th level, you can assume the form of a tenebrous stalker, drawing incredible power from the darkness around you. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits while you are within dim light or darkness:

  • You have advantage on Strength, Dexterity, and Constitution checks.
  • As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also within dim light or darkness.
  • Once on each of your turns when you hit a creature with a melee weapon attack, you can deal an extra 3d6 necrotic damage to the target.

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

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