Paladin
Base Class: Paladin

The Oath of Shadows is one that a paladin takes to exist in a state of being between being blinded by the light and consumed by the dark.  They must balance these two forces within themselves and find balance,  those that take this Oath believe that truth lies between the dogma of the light and the self serving nature of darkness. Those that look upon them see either Champions of Virtue that protect the innocent, or as Revenants of Despair that ravage those that catch their ire. This Order hides in the shadows as they move shape things into their vision.

These Paladins follow these Tenets:

  • Hide the truth behind your power.
  • Bring the Light to those that Cherish it.
  • Ravage those that lie in the Dark.

Level 3: Level 3: Twin Allegiance

At Level 3, the Paladin who takes this oath unlocks the ability to use both halves of their essence separately, able to embody the virtues of the lights and the vice of the dark. 

At the end of the Long or Short Rest you can choose to either bask in the Light or hide in the Darkness, you can choose to either be Light-Empowered or Darkness-Empowered. 

If you are Light-Empowered as a Magic-Action you can use your Channel Divinity to blast holy light out in a radius. Choose a number of creatures up to your Charisma Modifier (+1 Minimum) you can see up to 30 feet around you. These creatures must pass a Constitution saving throw or be Blinded, at the end of each of their turn they can repeat the saving throw.

If you are Darkness-Empowered once per Short/Long rest as a Bonus-Action to equip Armor of Shadow which obscures your face from all those that can see you except those with true sight, and your Base Armor-Class is now 10 plus your Dexterity and Charisma modifiers. You may use a shield and still benefit from this, this benefit lasts until your next Short/Long Rest or until you dismiss it.

Dark-Empowered

You are now Empowered by Darkness

Light-Empowered

You are now Empowered by the Light

Level 3: Dual Affinity

Immediately after you cast Divine Smite you can expand a use of your Channel Divinity to and invoke one of the following effects based off your current Empowered State:

Light Empowered:

Lights Vigil. Light shines from you as healing lights emanate from you. Two creatures of your choice within 30 feet restore 2d4+Paladin Level HP.

Champions Bulwark. Spectral Shields surround a target of your choice, they add your Charisma Modifier to their AC for the next Minute.

Dark Empowered:

The Darks Embrace: Many things lurk in the darkness, after your attack you gain the invisible condition, you can also move up to your movement speed away and this movement can't cause opportunity attacks.

Vampiric Strike: The Dark takes what it desires, even vitality. After your attack the creature must pass a CON saving throw equal to your spell save DC or they take 2d10+Paladin Level Necrotic Damage and you heal for half of that damage. On a pass the creature takes half damage and you still heal.

Level 3: Oath of Shadow Spells

Paladin Level

Spells

3

Faerie Fire, Cause Fear

5

Crown of Madness, Death Armor

9

Beacon of Hope, Blinding Smite, Life Transference

13

Shadow of Moil, Blight

17

Wall of Light,  Spirt Swarm

Level 7: Aura of Duality

 Your Aura gives different effects based on your Empowered State:

Light Empowered:
When you and your allies are in your Aura of Protection, When you or a creature near you is hit, using a reaction, you can reduce the damage by half your paladin level (Round up) plus your charisma Modifier  

Dark Empowered: 
When you and your allies are in your Aura of Protection, you can add your Charisma modifier to any stealth checks you make as well as be able to take the Hide Action as a Bonus Action. 

Level 15: State of Symmetry

Light-Empowered: As a Bonus Action you can unfurl Divine Angelic Wings, gaining a Fly-Speed equal to your movement speed as well as giving you advantage on Persuasion and Deception checks in Social Encounters.

Dark-Empowered: During a Surprise Round, Your first attack that would hit now counts as a Crit.

Level 20: Divine Coalescence

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Two Halves: You gain Immunity to Radiant and Necrotic

Divine Siphoning: At the end of your Turn, if you have no uses of Channel Divinity you get one Charge back.

Finding Balance: You can now benefit from both the Light-Empowered and Dark-Empowered Features of this subclass.

 

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