Paladin
Base Class: Paladin

A holy or well truth be told less than the holy order of knights deciding to take  the choices of life or death into their own hands or by those claiming they think this person needs to die. Serving as an underground paladin order of murders  most time only being heard as dark stories to cause fear into those others wish to cause torment by spreading their name. Acting as their own for who decides who lives and dies or as an order or even one with the most coin. A Lot of time high end political or noble figures hire them to root out those against them.  Much like a hired assassin while some of them maybe being one in the past  are simply effective killers to kill a target  get in get out and not be seen but unlike most assassins if things go wrong they can band together with another to make themselves even more of a threat then some turn coat that would run. Rumor has it if you even see one you are not seeing the real one as weapons do not appear to hurt them as it just goes right through them as if they are the night and shadows themselves taken form.

Tenets of the Night Blades

A group of paladins order no to be mistaken for that of any other order. These folks have decided to take the cycle of life and death into their own hands and decided most will be better off dead or those they see fit to be dead. Or maybe if enough coins were spent. Most claim them to be nothing more than hired thugs. But being much more than that for those accepting  and willing to take an oath. They are the paladins in the dark, the ones you normally do not see but you will hear stories far and wide. Tending to make themselves out to be great killers seeking out those they want or need that the group or them claims needs to die. A Night Blade tenets are as followed: 

Be  the Blade. When you make each blade strike count needles use is like needless wear on the body and blade. 

Fear. When a blade strike is not enough make it seem like it will be enough causing those to fear  a sting from your blade

Cycle of life. You hear there is good and evil in the world some may call you evil but you are simply taking the life of others to let it continue on through the cycle.

Blade in the Night.  While other orders and other people like to take to showing off being in the spotlight. Your work is feared and known not by showing yourself but by not showing and making self be known and heard through your blade.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Night Blade Spells

Channel Divinity

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

Blood Hunt. You learn how to never let a botched deeds go undone and learn how to find your query in desperate times. As an action you may visualize  the image of a creature that you have once harmed. Doing so you learn of its exact location and the distance and direction to this creature. This creature must be on the same plane of existence, not dead, and if it is hidden by divination magic or protected from scrying this ability fails.

Shadow Form. You can use your Channel Divinity to create a perfect shadow of yourself for a short time.

As an action, you create a perfect Shadow of yourself that lasts for 1 minute, It looks no different than you and sounds no different than you. The Shadow appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells or make attacks as though you were in the Shadow’s space, but you must use your own senses. Additionally, when both you and your shadow are within 5 feet of a creature that can see the shadow, you have advantage on attack rolls against that creature, given how distracting the shadow is to the target.

Blade of the Night

Starting at 7th level, practicing your trade you are learning how to make a single poison that is unique to you and you alone in the order that hopefully with enough time can bypass even the most hardened foe. your melee weapon attacks deal an additional 1d8 poison damage This damage ignores resistance to poison.

At 18th level, the damage increases to 2d8, and treats immunity as resistance 

One of the Night

Beginning at 15th level,  You have learned ho to call up on the darkness and night for aid when needed.  As a reaction to being attacked regardless of whether it hits or misses you may cast the spell darkness on your location without spending a spell slot and without speaking, somatic or material components for the spell. You may then move up to your movement speed without provoking opportunity attacks.

Additionally you gain 120ft of dark vision and can see both in magical and non magical darkness.

Death in the Night

At 20th level, as an action you become what most fear within the night as your form adapts to that of the living killer of the night. For one minute you gain the following properties and may not use this ability again until you complete a long rest.

You become incorporeal gaining resistance to bludgeoning piercing and slashing damage from non magical means.

You can move through objects as if on difficult terrain but take 1d10 force damage if remaining in an object as you may also occupy another creature's space.


A flying and hover speed equal to your walking speed.


Once per turn you may deal additional damage to creatures equal to your paladin level on any melee weapon attack you make. The additional damage is poison and ignores resistance and treats immunity as resistance.

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