Base Class: Paladin
Taking on aspects of evil is typically seen as a symbol of corruption, that one's pure soul has been tainted by a black evil, and that it must be purged. This is not the case for paladins that partake in the oblivion; called obsidian knights by some, and void warriors by many, those who take on this oath know how foul forces act best by using their own darkness and connection to the nothing against them.
Not all paladins swear loyalty to goodness, honor and morality. Some serve evil deities or their own ambitions. These "oblivion knights" bend others to the will of their depravity, sin and their master (if they acknowledge one.) Being beholding to only the void of the darkness these unholy knights bring despair and death upon the battle field that they step upon.
TENETS OF OBLIVION
Though the exact words and strictures of the Oath of Oblivion vary, paladins of this oath share these tenets.
They Must Bow: You are the master of darkness, and you will be remembered.
Do What You Must: Seek out chaos and see it quelled. Follow through by any means necessary.
Forget Everything: Who you were before was merely the beginning. You have found a new purpose: a new you.
Embrace the Darkness: The darkness thrives where light is banished. Embrace the darkness, learn to use it against those who would hide within.
Oath of Oblivion Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Darkness (10 ft.) |
| 15th | Scornful Touch, Shadow Lord |
| 18th | Aura of Darkness(30 ft.) |
| 20th | Lord of the Oblivion |
Oath of the Oblivion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. All uses of your channel Divinity return to you after dusk.
Oblivion Aspect: as an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Charisma saving throw if it can see you. On a failed save, the target is Frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Charisma saving throw against your Paladin DC to end the effect on it.
Dark Life. As a bonus action, you create a shadow blue translucent shield around yourself. You gain temporary hit points equal to your paladin level, for 1 minute. At the Begin of your turn so long as you have 1 hit point you may gain temporary hit points.
Aura of Darkness
Starting at 7th level, any creatures allied to you within 10 feet of you and you gain a bonus to their weapon damage equal to your Charisma Modifier. All creatures that benefit from this Aura that roll a critical hit change their damage into cold damage and the target must make a charisma saving throw equal to your spell save DC or become blinded till the end of their next turn. At 18th level, the range of this aura increases to 30 feet.
Scornful Touch
Starting at level 15, you can no longer use Lay on Hands on another creature. You can still use it on yourself, however. As an action you may attempt to touch a target and draw on the negative forces and cast Bestow Curse for 10 points or Vampiric Touch for 20 points. Using Vampiric Touch is always cast at the highest level the paladin can cast but does not use spell slots. Also, damage dealt by your Divine Smite class feature is dealt as necrotic, not radiant.
Shadow Lord
Starting at 15th Level, The Oblivion Paladin can command the darkness around them. You may create a up to one Shadow equal to your Charisma Modifier. You may summon the creatures up to 60 ft. from you in a empty space in which you can see. You must use your Bonus Action to either move all Shadow or attack. There must be some sort of shadows in the area in order to summon the monsters.
You may use this ability 2/day, once your have used this ability you must wait until Dusk before you can use this ability again.
Lord of the Oblivion
At 20th-level, as an action you can surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 Cold damage. Additionally, you and creatures you choose in the aura are draped in deeper shadow.
Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow, if a creature has natural dark vision they must succeed on a Charisma Saving throw DC your Spell Save or be at Disadvantage on their attack. While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until the next Dusk.
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