Paladin
Base Class: Paladin

The Oath of the Night was formed from a rarity - the second oath sworn by a fallen paladin. Unable to face the despair of being an oathbreaker, she wandered in a daze until her sorrow, anger, and guilt led her into the Shadowfell. There, rather than succumb to horrors of that plane, she found a new resolve. Over time, she became a guide of sorts, leading lost souls out of the darkness and back to their rightful homes with a healed mind. And in time, this unspoken promise manifested as a second oath - perhaps a mercy from her deity, the intervention of the Raven Queen, or a raw creation of the conviction to make the night a place of reflection and restoration of the soul. Whatever the cause, she passed on her oath to others. It is unknown of this mysterious creator is still alive or if she ever truly existed, but echoes of such a journey can be still be found in parts of the Shadowfell to this day.

Shades, as many call themselves, are tasked to go to the most unwelcoming places and create points of safety and healing within them. You'll find shades standing guard over the filthiest dive bars in the shadiest districts, walking long-abandoned graveyards in need guardians and hunters of the undead, or guiding refugees out of the dangers of dire conflicts. Some take an aggressive approach, seeking to actively root out and destroy the dangers of the night, while others believe that only in preservation can the night become safe. Arguments between these points of view can become heated to the point of blows, but so long as the central compassion and recognition of one's own fallibility remains? All wounds can mend.

TENETS OF THE NIGHT

Paladins of the Night have as many symbols as they have stories, but many wear muted or damaged symbols of a previously tarnished or lost faith.

The Night Sees. All of our sins are revealed in time - better to be the one to reveal them. Seek to understand not just the actions of those who endanger others, but also their underlying causes and motivations.
The Night Hears. Judgment is unnecessary - leave pride and punishment to others. Contemplate your own shortcomings and give your ear to those struggling to speak their own. Do not allow harm to continue, but do not confuse healing with vengeance.
The Night Embraces. Even the most wretched of creatures has a chance at redemption, if not an infinite number of tries. Seek to heal others as you were healed. Be their guide home.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Shadow's Touch. You can use your Channel Divinity to strike into the shadow of your shield, holy symbol, or cloak and the attack passes through darkness, coming out from shadows coming from or near your enemy. As an action, you can make a melee weapon attack with advantage against a target within 60 ft. of you so long as that target casts a shadow. Targets that are themselves sources of bright light or who are in total darkness do not grant advantage on this attack.

The Silent Vigil . You can use your Channel Divinity to enfold yourself in a cloak of pure shadows, adorned in twilight thread with your holy symbol. As an action, you touch your holy symbol, and you are shrouded in quieting shadows for 1 hour or until you choose to remove the shroud. You are lightly obscured to all creatures if not in direct sunlight, making Wisdom (Perception) rolls against you suffer disadvantage. You also cannot suffer disadvantage on any Dexterity (Stealth) check, and roll it with advantage in dim light or darker conditions.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Night Spells
Paladin Level Spells

3rd

entangle, fog cloud

5th

misty step, pass without trace

9th

beacon of hope, your choice of catnap* or gaseous form

13th

black tentacles, greater invisibility

17th

dream, your choice of far step* or telepathic bond

* These spells are from Xanathar's Guide to Everything. If not applicable to your campaign, please use these alternatives from the Basic Rules. If both options are available, you may choose one option as you gain the level that grants the oath spell. You may change these selections each time you gain another paladin level.

Aura of Vigilance

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you gain darkvision for 60 feet while within your aura. For 10 feet, this darkvision pierces even magical darkness.

At 18th level, the range of your darkvision increases to 180 feet as your aura expands to 30 feet.*

* Due to homebrew limitations, you'll have to edit this value manually.

Woven From Shadows

Starting at 15th level,  shadow substance suffuses your flesh, making you semi-ephemeral when in contact with darkness. Whenever you are lightly or heavily obscured, you gain resistance to bludgeoning, slashing, and piercing damage from nonmagical weapons.

Additionally, you gain resistance to radiant and necrotic damage. If you're already resistant to one or more of these types, reduce incoming damage of that type by your Charisma modifier after applying resistance.

Become the Night

At 20th level, you allow darkness to fully envelop your form, subsuming into it and becoming an avatar of the good night. Your eyes, holy symbol, and precious items may appear as dots of starlight on your incorporeal form, a silhouette of yourself that looms large but only menaces those you wish to menace.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain resistance to all damage except for force damage and sources of bright light. The effect must note that it casts bright light to bypass this effect.
  • You can move through other creatures and objects as if they were difficult terrain. You take 5d10 force damage if you end your turn inside an object. However, sources of bright light remain solid and impassible to you.
  • You are lightly obscured, or heavily obscured in dim light or darker conditions. Enemies that cannot see you must succeed in a Wisdom saving throw or become frightened of you until the transformation ends. After a successful saving throw, a creature becomes immune to this effect for the next 24 hours.

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

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