Base Class: Paladin
Oath of Shadowlight
Paladins of the Oath of Shadowlight accept a divine duality as central to their identity. They serve not a singular virtue, but the sacred balance between opposing forces—light and dark, mercy and judgment, healing and wrath. Their powers shift with the turning of the day, reflecting the cycles of the world and their god's fractured essence.
While some see this path as contradictory or dangerous, the Oath of Shadowlight teaches that balance is where true justice lies. These paladins bring light where it is needed—and darkness where it is deserved.
Tenets of Shadowlight
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Dual Truths: Mercy and vengeance must coexist. True justice walks the edge.
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Celestial Dusk: The light is sacred, but incomplete without shadow.
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Judgment in Phases: The sun heals, the night punishes. Accept both.
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Steward of Balance: Serve the balance between extremes, not the extremes themselves.
Playing the Duality Mechanic
Paladins of this oath gain different benefits and features depending on whether it is daytime or nighttime.
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By default, "day" is considered the time from sunrise to sunset, and "night" is sunset to sunrise.
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In dungeons or magical realms, the DM and player can agree on a metaphorical shift (e.g., when entering a darkened zone, the paladin shifts to night mode).
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Spell effects, items, or divine omens may alter this shift.
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DMs may allow the paladin to choose their "dominant state" after a long rest for simplicity.
Channel Divinity (Level 3)
Choose one depending on your current aspect (Day/Night).
Radiant Grace (Day)
As an action, you emit a 10 ft aura for 1 minute. Allies in the aura heal 1d4 HP at the start of their turn and gain advantage on Wisdom saving throws.
Umbral Wrath (Night)
As an action, force creatures of your choice within 15 ft to make a Wisdom save (DC = 8 + Prof + CHA). On a fail, they are frightened for 1 minute and take 2d10 necrotic damage.
Aura of Twilight (Level 7)
Your divine aura shifts depending on the time of day.
Daylight Aspect
Allies within 10 ft gain +2 to saving throws against fear and charm. Additionally, you emit dim golden light in a 10 ft radius.
Nightfall Aspect
Enemies within 10 ft have disadvantage on saving throws against fear. Invisible creatures cannot benefit from invisibility while in the aura.
Judged by the Phases (Level 15)
Your divine form deepens as your bond with balance intensifies.
Dawn's Guardian (Day)
Whenever an ally within 10 ft drops to 0 HP but isn’t killed outright, you can use your reaction to grant them 10 temporary HP. You may do this a number of times equal to your Charisma modifier per long rest.
Dusk's Executioner (Night)
Once per turn when you hit a frightened creature with a weapon attack, you deal an extra 2d10 necrotic damage.
Embodiment of Equilibrium (Level 20)
You become a living vessel of balance.
Daylight Form (1/long rest)
As an action, you emanate radiant light for 1 minute. While active:
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You and allies in 30 ft regain 1d6 HP at the start of each turn
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Enemies who start their turn in the aura must succeed a CON save or be blinded until the end of their turn
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You have resistance to all damage
Nightshade Form (1/long rest)
As an action, shadows cloak your form for 1 minute. While active:
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You gain immunity to necrotic damage
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Creatures frightened by you have disadvantage on attack rolls
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Your weapon attacks deal an additional 1d8 necrotic damage
You may only use one form per long rest.
Level 3: Channel Divinity: Radiant Grace / Umbral Wrath
You gain access to two Channel Divinity options, one for day and one for night. You may use one of the following based on your current aspect.
Radiant Grace (Day):
As an action, you emit a soothing aura in a 10-foot radius for 1 minute. Allies within this aura regain 1d4 hit points at the start of their turn and gain advantage on Wisdom saving throws while they remain in the aura.
Umbral Wrath (Night):
As an action, you unleash a pulse of shadow. Each creature of your choice within 15 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, they take 2d10 necrotic damage and become frightened for 1 minute. A frightened creature may repeat the save at the end of each of its turns.
Level 7: Aura of Twilight
Your divine aura fluctuates with the cycle of the day.
Daylight Aspect:
Allies within 10 feet of you gain a +2 bonus to saving throws against being frightened or charmed. You emit a dim golden glow in a 10-foot radius.
Nightfall Aspect:
Enemies within 10 feet of you have disadvantage on saving throws against being frightened. Additionally, invisible creatures cannot benefit from invisibility while within your aura.
Level 15: Judged by the Phases
Your divine bond with balance manifests in battle, offering two distinct powers depending on the time of day.
Dawn's Guardian (Day):
When a friendly creature within 10 feet of you drops to 0 hit points but is not instantly killed, you may use your reaction to grant them 10 temporary hit points. You can use this feature a number of times equal to your Charisma modifier (minimum once) per long rest.
Dusk's Executioner (Night):
Once per turn when you hit a frightened creature with a weapon attack, you may deal an additional 2d10 necrotic damage.
Level 20: Embodiment of Equilibrium
You fully embody the cycle of light and dark. As an action, you may transform into one of the following forms for 1 minute. You may only use one form per long rest.
Daylight Form:
- You and allies within 30 feet regain 1d6 hit points at the start of each of your turns.
- Enemies that start their turn in the aura must succeed on a Constitution saving throw (DC = 8 + Proficiency + Charisma modifier) or be blinded until the end of their turn.
- You gain resistance to all damage.
Nightshade Form:
- You gain immunity to necrotic damage.
- Frightened creatures have disadvantage on attack rolls against you.
- Your weapon attacks deal an additional 1d8 necrotic damage.
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