Paladin
Base Class: Paladin

Paladins who vow the Oath Of  Shadows seek to protect the church from the persecution that comes with worship of certain gods. You must be prepared to do in the shadows what the church cannot do in the light.

Paladins who follow the Shadow oath are ever vigilant in destroying the threats to their church, often establishing a network of spies and informant to gather information on suspected threats. To a Shadow Paladin, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle. Should a Shadow Paladin be captured, they are to take their connection to the church to their grave. The church cannot and will not aid in such manners.

Tenets of Shadows

A paladin who assumes the Oath Of Shadows swears to safeguard the church by operating in the shadows.

Vigilance The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loner Never develop heartfelt connections to those you work with. You must be able to take out any threat against the church, including former allies.

Discipline You are the sword against the threats of the church. Your blade must be forever sharp and your mind keen to endure what lies ahead.

Oath Of Shadow Spells

You gain oath spells at the paladin levels listed in the Oath Of Shadows Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

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.

Shadow Smite. You can use your Channel Divinity to show a foe why the Shadow Paladins are to be feared. As an action, you can teleport behind an enemy you can see within 30 feet of you and make a melee attack with a finesse weapon. On a hit you deal an extra 2d8 of radiant damage and you are teleported back to where you started your attack; If it misses, you remain behind the enemy.

One With Shadows. You can use your Channel Divinity to fade into the shadows. As an action, you utter sacred words and become one with the nearest shadow. Enemies must make a wisdom (perception) saving throw ( DC = spell save + dex) to discover your location. If you attack or move, you are no longer hidden. If an enemy succeeds their saving throw and tells their allies your location, the allies will have advantage on a wisdom (perception) check to discover your location. If you are attacked, you are no longer hidden.

Aura of Shadows

Starting at 7th level, you have a powerful magic connection with the darkness around you. You and friendly creatures within 10 feet of you have advantage on stealth checks.

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

Robe Of Darkness

Starting at 15th level, you can choose to automatically pass a stealth check. This ability cannot be used again until you finish a long rest.

Dark Assasin

At 20th level, you swallow the light around you and become an unstoppable assasan. You gain these benefits for 1 minute:

  • Magical darkness surrounds you for 30 feet. Friendly creatures within range are immune.
  • Each enemy that starts its turn within the darkness takes 1d8 radiant damage
  • Any radiant damage taken by enemies within the darkness is added to your hit points

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

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