Paladin
Base Class: Paladin

Your oath is that of Darkness, to bring about an age of evil.

Oath of Darkness Spells

An Oath of Darkness paladin loses previously gained oath spells and instead gains the following Oath of Darkness spells at the paladin levels listed.

Paladin Level Spells
3rd false life, inflict wounds
5th hold person, darkness
9th vampiric touch, bestow curse
13th blight, death ward
17th raise dead, dominate person

Channel Divinity

An Oath of Darkness paladin of 3rd level or higher gains the following two Channel Divinity options.

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Dread

Starting at 7th level, the paladin emanates an aura of dread. While within the aura, enemies that make saving throws subtract the paladins charisma modifier from the saving throw. A creature can suffer from this feature from only one paladin at a time

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

Shadow Walk

At 15th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Aura of Gloom

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light and give the paladin resistance to all damage.

The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

 After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

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