Paladin
Base Class: Paladin

The Oath of the Tormented was and oath far too many swore, Haunted by their past, paladins who swore this oath could never fully let go of what had happened. A deep darkness grows within them. Some use this darkness as an ally, using it as a tool to defeat their foes. Others swore to never let that darkness touch anybody else. Those who swore the Oath of the Tormented chose both. 

Channel Divinity

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

Sentinel of the Weak. As a bonus action, you begin to act as a guardian, protecting those who cannot protect themselves. A number of creatures equal to your charisma modifier of your choice within 20 feet from you must make a wisdom saving throw. On a failed save, a creatures cannot move farther than 30 feet away from you, and they have disadvantage on attacks against any other creature. These effects last for 1 minute.

Champion of the Night. As a bonus action while in dim light, darkness, or otherwise heavily obscured, you can invoke the power of darkness to be your ally. For 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, for this duration, you gain a +1 bonus to your AC.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of the Night

Starting at 7th level, you and a friendly creatures within 10 feet gain resistance to cold and necrotic damage, and can see through magical darkness to a range of 30 feet.  

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

Unwavering Guardian

Beginning at 15th level, you are immune to the charmed and paralyzed conditions.

In addition, you are adept at hiding in darkness. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Champion of the Night

At 20th level, you can become the ultimate defender of the innocent, the bane of evil Depending on the exact nature of your oath, you might assume a shadowy form, or perhaps enter a state of focus.

  As an action, you undergo a transformation. At the start of this transformation, choose a number of creatures within 60 feet equal to your Charisma modifier. Those creatures are under the effect of sanctuary
  For 1 minute, you also gain the following benefits:

  • You become cloaked in darkness, becoming heavily obscured. 
  • You have resistance to bludgeoning, piercing, and slashing damage.

     

     

 

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