Paladin
Base Class: Paladin

The Oath of Kelmikas is a commitment to smite evil, preferably with no one noticing said smiting until you are miles away. It was named after the first group to swear this oath, a company of rogues in an oppressed kingdom. When an evil tyrant rules over an enslaved land from their unassailable fortress, or when innocents are being controlled against their will, good souls swear this oath to take out such evils with as little collateral damage as possible. To most people, these paladins-sometimes called holy assassins or roguish knights-are bereft of honor, but they know that honor is not nearly as important as life and freedom. 

Tenets of the Kelmikas

Mercy for the Masses. Whenever possible, spare those who have done no wrong and are acting against their will.

Expediency and Efficiency. Once you have a clear view of the situation, strike as quickly and silently as possible, and without mercy. Preferably, you should survive to continue your work.

Distribute Ill-Gotten Gains. If it is possible without compromising your mission, take the riches of those who have too much and give it to those who truly need it.

Channel Divinity

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

Divine Competence. When you make a Strength (Athletics), Dexterity (Stealth), or Dexterity (Acrobatics) check, you may forgo rolling the dice to instead count as if you rolled a 20 on this check.

Charm the Unwary. As an action, you may speak a few innocent-sounding words that are laced with enchantment magic. Each humanoid of your choice within 30 feet of you that can hear you must make a Wisdom saving throw. It has advantage on this save if it is hostile towards you. On a failed save, the creature is charmed by you for 1 minute, or until you or one of your companions attacks it or affects it with a harmful spell. While it is charmed by you, it regards you as a close friend, but would not go against its nature for you.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Kelmikas Spells

Opportunistic Smite

Starting at 7th level, whenever you make an attack against a creature when another enemy of that creature is within 5 feet of that creature, or when you have advantage on the attack roll, the attack deals an extra 1d8 radiant damage. This stacks with any divine smite damage that the attack might carry.

At 18th level, this extra damage increases to 2d8 radiant damage.

Empowered Charming

Beginning at 15th level, whenever you use a paladin ability or spell that charms a creature, it can now charm any creature, regardless of its type. In addition, creatures that you charm still remember the events that occurred while they were charmed, but they don't realize that they were charmed.

Mantle of Night

At 20th level, as an action, you can become cloaked in darkness for 1 minute, during which time you gain the following benefits:

  • You are invisible. If you attack or cast a spell, the invisibility is cancelled until the start of your next turn.
  • Your walking speed (as well as any other speeds you might have) is doubled.
  • You gain an additional bonus action on your turn. In addition to using it as you would use a normal bonus action, you may use it to take the Dash or Disengage action.

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

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