Base Class: Paladin
The Oath of Shadows is not one for the faint-hearted. The way of the Shadow Walker is one of power and mystery. The tenets, whose words are not set in stone, go something like this:
Unseen Protection - The one who takes this oath is bound to protect their party and loved ones from the shadows.
Subtlety - Blend in with those around you.
Prediction - Always be one step ahead of anyone against you.
Sacrifice - Don't allow anyone to harm your friends, and if the worst comes, you allow yourself to go first.
Dark Channeling
When you take this oath at 3rd level, you gain the following three Dark Channeling options.
Dark Weapon. As an action, you can imbue one weapon that you are holding with dark energy, using your Dark Channeling. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also heavily obscures an area in a 20-foot radius and lightly obscures the area 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Nyctophobia. As an action, you present your holy symbol and speak a curse against those against you, using your Dark Channeling. Each hostile creature that can see or hear you within 60 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is filled with terror (this does not count as the frightened condition) for 5 minutes or until it takes damage of any kind other than necrotic.
A terrified 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 60 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.
Tendrils of the Night. As an action, you create and control an area of darkness in a 60 foot radius. This darkness contains tendrils that reach up to 15 feet. These tentacles can grab and drag hostile creatures into the darkness, where they are incapacitated. When the creature starts its turn in the darkness, it remains incapacitated. When taken out of the darkness, the condition ends.
Oath Spells
You gain oath spells at the paladin levels listed. Additionally, you gain one spell from each of the different classes mentioned: Transmutation, Evocation, Illusion, Enchantment, Abjuration, Conjuration, and Necromancy
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Power
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be restrained while you are conscious. As an additional bonus, friendly creatures gain +3 CON and +5 STR on saving throws.
At 18th level, the range of this aura increases to 30 feet.
Corrupting Resistance
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Force of Darkness
At 20th level, as an action, you can create an aura of shadows for 5 minutes. A radius of 50 feet around you becomes lightly obscured. Whenever an enemy starts its turn in these shadows, it is knocked prone for 1 minute. You can turn invisible at will (no action required) or teleport up to 30 feet within the shadows. Enemies have disadvantage on attack rolls against you and friendly creatures in the shadows, and you and your party have advantage on saving throws against spells cast by celestials, fiends, and undead. You gain +10 speed, and +5 on Dexterity checks and saves.
Previous Versions
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3/29/2024 10:56:26 PM
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Coming Soon
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