Paladin
Base Class: Paladin

Meant to be to be Master of Deception, members have been known to deceive those they try are around while gain information they can report back or to turn the tide of battle.

Many have joined into the opposition without them knowing, gaining secret alliances and removing threats within.  

Knowledge of the Church

At 3rd level, if you are not proficient in religion, you are now, and that proficiency is doubled when making religious checks. In addition, you gain one additional skill of you're choice between; Investigation, Insight, Medicine, and Persuasion.

       You can also cast Ceremony as a ritual.

Justice Strike

At 3rd Level, your deity's blessing imbues your sneak attack changing the damage type to radiant if good or necrotic. if you are neutral, you must choose radiant or necrotic but cannot change once chosen.

             When fighting Fiends or Undead, you do not need advantage to get your sneak attack.

Protective Shroud

At 3rd Level you gain a pool of holy energy represented by a number of d6 equal to 1+Rogue level, As a bonus action, you can choose one creature other than yourself that you can see within 30 feet of you and spend a number of those dice equal to half your rogue level or less. roll the spent dice and add them together and the target gains a number of temporary hit point equal to the number rolled. that target also gains 1 Hp equal to the number of dice rolled.

You regain all expended dice when you finish a long rest.

Oath of The Dusk Father

PALADIN LEVEL SPELLS

3rd

Darkness, Healing Word

5th

Pass Without a Trace, Invisibility 

9th

Enhance Ability, Greater Invisibility

13th

Far Step, Hold Monster

 

 

 

Aura of Shadow

Starting at 7th level, you and friendly creatures within 15 feet of you gain a sheath bonus equal to your wisdom modifier while you are conscious.
At 18th level, the range of this aura increases to 40 feet.

Channel Divinity

Embrace the Night: As and action you can true out all light sources with in 60 feet of you for one minute, when done this way the light can not be reignited. While the Channel Divinity is active al friendly creature within 60 feet of you can see what you see. you can your allies gain the following effects, superior dark vision, advantage on dexterity checks/saving throws, also get advantage on targets within the the 60 feet, while gaining advantage in this way all allies gain a sneak attack die equal to half of your Charisma Mod rounded down.

 

Know Thy Enemy: 

Starting at 7th level, as an action you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any

One with Dusk

Beginning at 15th level, you are always under the effects of a Freedom of Movement spell.

Shadow Domain

At 20th level, as an action, you can emanate an aura of Shadow. For 1 minute, Void from you in a 30-foot radius, and Darkness 30 feet beyond that.

Whenever an enemy creature starts its turn in the Void, They must Make a Wisdom saving Throw or Be blinded and deafened, they can make this saving throw again at the end of there turn.

In addition, for the duration, you and your allis have advantage on saving throws against spells, and when in the void if you fail you take half damage.

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

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