Paladin
Base Class: Paladin

Tenents of the Gloomwarden

While exact wording may vary, Gloomwardens uphold these ideals:

All Things End. To cling forever is to invite corruption.

Mercy in Silence. A clean ending is kinder than endless suffering.

No Light Without Shadow. Denial of darkness breeds monstrosity.

Stand at the Threshold. Guard the living from what should not be.

 

Oath Spells

You gain oath spells at the paladin levels listed. These spells are always prepared and don’t count against your prepared spells.

Paladin Level    Spells
3rd    cause fear, false life
5th    darkness, gentle repose
9th    summon shadowspawn, life transference
13th    blight, blight (yes twice—see note)
17th    enervation, negative energy flood

 

Level 3: Channel Divinity: Veil of the Gloam

As a bonus action, you cloak yourself in Shadowfell gloom for 1 minute.

Dim light within 10 feet of you becomes darkness (nonmagical).

Creatures of your choice within the area treat the space as difficult terrain.

Once per turn when a creature enters the area or starts its turn there, you may deal necrotic damage equal to your Charisma modifier (no action).

Level 3: Edict of the Final Breath

As a reaction when a creature within 30 feet is reduced to 0 hit points, you invoke the Shadowfell’s claim.

Choose one:

You or an ally within 30 feet gains temporary hit points equal to twice your paladin level, or

One enemy within 30 feet takes necrotic damage equal to your paladin level + your Charisma modifier.

Undead have disadvantage on any saving throws caused by this feature.

Level 7: Aura of Waning Light

You emanate an aura of dimming vitality while conscious.

Enemies within 10 feet of you cannot regain hit points.

When an enemy in the aura takes necrotic damage, its speed is reduced by 10 feet until the start of its next turn.

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

Level 15: Grasp of the Forgotten

Your bond with the Shadowfell lets you pull creatures closer to their end.

Once per turn when you deal necrotic damage to a creature, you may force it to make a Constitution saving throw.

On a failure, the creature is weakened until the end of its next turn:

It deals half damage with weapon attacks, and

It has disadvantage on Strength and Dexterity saving throws.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Level 20: Avatar of Dusk

As a bonus action, you become a living threshold between life and death for 1 minute.

You gain resistance to all damage except radiant.

Enemies within your Aura of Waning Light have disadvantage on saving throws.

When you reduce a creature to 0 hit points, you may immediately move up to half your speed and make one weapon attack (no action).

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

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