Paladin
Base Class: Paladin

Tenets of Shadowlight

  • Dual Truths: Mercy and vengeance must coexist. True justice walks the edge.

  • Celestial Dusk: The light is sacred, but incomplete without shadow.

  • Judgment in Phases: The sun heals, the night punishes. Accept both.

  • 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.

  • By default, "day" is considered the time from sunrise to sunset, and "night" is sunset to sunrise.

  • 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).

  • Spell effects, items, or divine omens may alter this shift. 

  • DMs may allow the paladin to choose their "dominant state" after a long rest for simplicity.

Level 3: Oath of Shadowlight Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Shadowlight Spells table, you thereafter always have the listed spells prepared.

Oath of Shadowlight Day Spells
Paladin Level Spells
3 Sanctuary, Bless
5 Moonbeam, Lesser Restoration
9 Spirit Guardians, Dispel Magic
13 Banishment, Guardian of Faith
17 Holy Weapon, Wall of Light

 

Level 2: Oath of Shadowlight Night Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Shadowlight Spells table, you thereafter always have the listed spells prepared.

Oath of Shadowlight Night Spells
Paladin Level Spells
3 Armor of Agathys, Detect Evil and Good
5 Mirror Image, Darkness
9 Major Image, Vampiric Touch
13 Greater Invisibility, Shadow of Moil
17 Dream, Mislead

Channel Divinity

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.

Level 7: Aura of Twilight

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.

Level 15: Judged by the Phases

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.

Level 20: Embodiment of Equilibrium

Daylight Form (1/long rest)

As an action, you emanate radiant light for 1 minute. While active:

  • You and allies in 30 ft regain 1d6 HP at the start of each turn

  • Enemies who start their turn in the aura must succeed a CON save or be blinded until the end of their turn

  • You have resistance to all damage

Nightshade Form (1/long rest)

As an action, shadows cloak your form for 1 minute. While active:

  • You gain immunity to necrotic damage

  • Creatures frightened by you have disadvantage on attack rolls

  • Your weapon attacks deal an additional 1d8 necrotic damage

You may only use one form per long rest.

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