Base Class: Paladin
Paladins of the Oath of Silence are more akin to Rogues, they specialize in stealth and subterfuge whereas other Paladin Oaths are more zealous and raucous.
TENETS OF SILENCE
A paladin who takes this oath follows these tenets to the letter.
Stealth You are to be the shadows that haunt the periphery of our enemy's vision
Information Learn all you can about our target, to know them is to undo them
No Witnesses If compromised, leave none who would expose us
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Cloak of Shadows
You can use your Channel Divinity to merge with your shadow. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell
Touch of Death
You can use Channel Divinity to pour shadowy energy into your victims. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + double your paladin level.
Oath of Silence Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
disguise self, silent image |
|
5th |
pass without trace, shadow blade |
|
9th |
blink, meld into stone |
|
13th |
shadow of moil, dimension door |
|
17th |
seeming, mislead |
Night Stalker
At 7th level you've become so accustomed to darkness that it bends to your will. You gain darkvision out to 120 feet and you are unaffected by magical darkness. Additionally while in dim light or darkness you have advantage on Dexterity(Stealth) checks.
Shadow Dancer
At 15th level your shadow rises up to stand beside you. Attacks against you have disadvantage. When you take damage this trait becomes disrupted until the start of your next turn. If you are ever within bright light or take radiant damage your shadow recedes until you complete a short rest.
Laconic Apparition
At 20th level you allow shadows to suffuse your body and quiet the world around you. As an action, you can magically become an avatar of silence, gaining the following benefits for 1 minute:
- You become an entity of pure darkness. You resist all physical damage from nonmagical weapons and can move through an opening as narrow as one inch without squeezing.
- An aura resembling an inky, black cloud spreads from you in a 15 foot radius and lightly obscuring the area with magical darkness. Hostile creatures within your aura find it difficult to speak, creatures attempting to speak or cast spells with verbal components must succeed a Charisma saving throw or lose their voice until the end of your next turn. Creatures that do not breathe are immune to this effect. Creatures attempting to cast that fail this save expend their spell slot and lose the spell.
- All noise within your aura is dampened. Anything that generates noise has its range of sound cut by 2/3 and all Dexterity(Stealth) checks made in your aura are made with advantage.
- As a Bonus Action on you turn, cause the shadows of your aura to strangle one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier and has disadvantage on their next save against your aura.
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