Paladin
Base Class: Paladin

Those who hold to the Oath of Shadows can come from all calls of life. United by the fact they want to see their deities will be done, no matter the cost. Those who take up this Oath understand that the things they will have to do will not be part of the public eye. Not necessarily evil but they understand their methods may be frowned upon by the wider public.

No Secret Unturned. The sworn seek to find and uncover all that is secret, if not for their own benefit but to share with those they serve with.

No Bystanders Aware. The sworn do not seek to involve others that need not be involved. They will not draw negative attention to their deity.

No Rest Allowed. The sworn understand that to falter is to allow the enemy to recover. They shall not allow yourself laxity or sloth. When your current objective falls, you shall find a new one.

No Restraint Accepted. No weapon is too dangerous, no fellow-traveler too vile, to be wielded against your foe. Anything, everything, that can be used in you war must be used.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Shadows Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Shroud of the Forgotten -  For 1 hour, all creatures within 30 feet of you gain advantage on Stealth checks. Additionally, any creature that tries to track or follow a creature within the radius of this effect must make a Wisdom saving throw. On a failed save, they are unable to track that creature for the duration of the effect, as if the memory of their presence was obscured by shadows.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Gloom

Starting at 7th level, you constantly emanate a dark aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

While you are conscious, all enemy creatures within {{scalevalue}} ft. have their AC or saving throws (decided by player before result) lowered by 1/2 (rounding up) the players CHA modifier.

This is doubled in dim light. In darkness this deals 2d6 radiant damage to enemies that start their turn in this aura.

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

Shrouded Rebuke

Starting at 15th level, those who attempt to strike you are psychically punished for their efforts. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Night's Fury

At 20th level, you gain the ability to meld with the shadows. As an action, you can magically become an avatar of the night, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • You can freely use a shadow step once on your turn without using a bonus action
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

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