Paladin
Base Class: Paladin

Tennets:

*The night belonds to me. - Take back the dark from those who lurk within it. Make them fear it as they would fear you.

*Purge the Monster, Protect the Vulnerable. - No evil is is safe from your blade, and no monster shall escape you holy fire. March fearlessly into the lion's den to protect those in need, and let the flame be your shield.

*Tread the Line.- Though the darkness surrounds you, never let it consume you.

 

 

Level 3: Oath of the Nightblade Oath Spells

 

Oath of the Nightblade Spells
Paladin Level Spells
3 [Tooltip Not Found], Faerie Fire
5 Scorching Ray, Darkness
9 Beacon of Hope, Fear
13 Fire Shield, Wall of Fire
17 Hallow, Flame Strike

 

Level 3: Midnight Flame

You can use your channel Divinity to wreathe yourself in the magical fire of the nightflame and enter a righteous rage, which lasts for 1 minute. Fir the duration, you have resistance to fire damage, and your weapon attacks deal additional fire damage equal to your Charisma modifier. Additionally, while your channel divinity is active, you can use a bonus action at the end of your subsequent turns to emit a fiery explosion. your channel divinity ends, and each creature within 15ft must make a Dexterity saving throw, taking radiant or fire damage (your choice) equal to your Charisma modifier + your level in this class on a failed save, or half as much on a success.

Level 3: Burnish the Dark

You can use your Channel Divinity to banish darkness and reveal the evil lurking within it. As an action, you can present your holy symbol and emanate a faint magical light, which radiates out from you in a 30ft radius sphere, moves with you and lasts for 1 minute. For the duration, the light supresses magical darkness of 3rd level or lower, and dimly lights the area, it is wasn't lit already. Hostile creatures that begin their turn in the light or move into it for the first time on a turn can't hide from you or become invisible and must succeed on a Wisdom saving throw or be frightened of you for as long as they remain in the light's area.

Level 7: Aura of Night's Sight

When a creature attacks you or any creature of your choice within 10 feet of you, they don't get advantage on the attack roll as a result of being hidden from you or being in dim light or darkness.

In addition, once per long rest you can use an action to draw power from these embers and bolster your vision. Choose any number of creatures you can see in your aura's range. For the next 8 hours, those creatures have darkvision out to a range of 60 feet. If this ability is use on a creature that already has darkvision, the range of its vision is increased by 30 feet instead.

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

Level 15: Shadow's Embrace

You have become a stalker in the dark, capable of masking your presence with the shadows that surround you. When standing in shadows, dim light, or darnkness, you are always considered to be under the protection of the sanctuary spell.

Level 20: Beacon of Undying Flame

You draw upon the power of the nightflame, to aid you, conjuring forth a pair of Fire Elementals which appear in an unoccupied spaces with in 10 feet of you. As an action you gain the following features which last for 1 minute:

*The fire elementals are friendly to you and your companions and are tethered to you by a strand of flaming energy, preventing them from moving more than 30 feet from you in any direction. An elemental disintegrates and is destroyed if it ever gets more than 30 feet from you. The fire elementals follow your mental commands (no action required by you), move with you when you move, and take their turns immediately before or after yours (your choice each round)

*The fire elementals use your proficiency bonus in place of their own and have a bonus to their AC equal to your Charisma modifier.

*As a bonus action on your turn, you can expend a spell slot of 1st-level or higher to have one or both elementals regain 1D8 hit points per level of the spell slot expended.

*The fire elementals can enter a friendly creature's space. if they do so, the creature isn't dealt damage. Instead, they gain a +2 bonus to AC for as long as the fire elemental shares their space, and their weapon attacks deal additional fire damage equal to your Charisma modifier.

*When you or a friendly creature within 10ft of you would be hit by an attack, you can use your reaction to interpose one of the fire elementals between the attacker and their target, causing that attack to automatically hit the elemental instead, regardless of its AC.

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

Previous Versions

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6/2/2026 4:08:34 PM
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