Base Class: Paladin
A Shade Shatterer is a Paladin who once used their Oath for Evil purposes, but has broken their Oath to pursue a brighter ambition and serve the powers of Good. Whatever darkness that dwelled in the Paladins heart has been stomped out. Light now burns within them, leaving a desire to bring a positive change.
You must be Good and at least 3rd level to become a Shade Shatterer. You replace the features specific to your Sacred Oath with Shade Shatterer features.
Shade Shatterers follow no tenants. They are free to do Good however they please. No bond holds them anymore.
Level 3: Evils Bane
You are now the bane of all Evildoers who cross your path. They hate you for what you have become, as you have embraced the light of Good. As an action, you can expend 1 use of your Channel Divinity and target 1 enemy within 30 ft of you to weaken. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, the target takes disadvantage on all attack rolls and every successful attack does half damage for 1 minute. The affected creature can make a Wisdom saving throw each round to try and end the effect.
Level 3: Shade Shatterer Spells
When you reach a Paladin level specified in the Shade Shatterer Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Detect Evil and Good, Protection from Evil and Good |
| 5 | Misty Step, Shatter |
| 9 | Beacon of Hope, Fear |
| 13 | Confusion, Freedom of Movement |
| 17 | Dispel Evil and Good, Mislead |
Level 3: Heroic Treachery
Those who embrace Evil see you as little more than a traitor, and you have gladly ebraced this idea of yourself. You see the Evil you once committed as a stain upon yourself that you have wiped clean. As an action, you can expend 1 use of your Channel Divinity and target an enemy within 30 feet of you. The target must make a Wisdom saving throw against your Spell Save DC. On a failed save, the target now believes all of their allies to be enemies for 1 minute. The affected creature can make a Wisdom saving throw each round to try and end the effect.
Level 7: Aura of Bond Breaking
You have managed to break the restraints that Evil has held you in, and you help others to do the same. Starting at 7th level, you, as well as any of your allies within your aura of protection gain advantage on all saving throws against being restrained.
Level 15: Resistance Against the Vile
Evil has a much harder time getting to you. You are a bastion of Good, and have the power to show for it. Starting at 15th level, you gain resistance to Necrotic, Poison, and Psychic damage.
Level 20: Heroic Renegade
For those who have truly abandoned Evil in all its many forms, true power awaits them. Strike true and Good noble warrior, and destroy Evil wherever it may be. Starting At 20th level, as an action, you can ignite your aura of protection for 1 minute. During this time, you will glow with a bright light, and two interlocking wheels covered in eyes will surround you.
- You and any ally within your aura are immune to being, charmed, frightened paralyzed, and petrified.
- Any enemy within your aura must make a constitution saving throw against your Spell Save DC. On a failed save, the enemy is blinded for 1 minute. The affected creature can make a Wisdom saving throw each round to try and end the effect.
- Magical darkness within your aura is dispelled.
After activating the aura, you can't do so again until you finish a long rest. Once this effect ends, you are blinded for one minute or until you succeed a constitution saving throw against your Spell Save DC.
Activate Heroic Renegade
For those who have truly abandoned Evil in all its many forms, true power awaits them. Strike true and Good noble warrior, and destroy Evil wherever it may be. Starting At 20th level, as an action, you can ignite your aura 1 minute. During this time, you will glow with a bright light, and two interlocking wheels covered in eyes will surround you.
- You and any ally within your aura are immune to being, charmed, frightened, paralyzed, and petrified.
- Any enemy within your aura must make a constitution saving throw against your Spell Save DC. On a failed save, the enemy is blinded for 1 minute. The affected creature can make a Wisdom saving throw each round to try and end the effect.
- Magical darkness within your aura is dispelled.
After activating the aura, you can't do so again until you finish a long rest. Once this effect ends, you are blinded for one minute or until you succeed a constitution saving throw against your Spell Save DC.
Previous Versions
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2/15/2025 4:02:53 AM
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2/15/2025 4:27:18 AM
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2/17/2025 12:54:29 AM
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2/18/2025 5:50:21 PM
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