Paladin
Base Class: Paladin

The paladins who take up the Oath of the Night are of a much more... troubled nature. They work in darkness in order to kill the forces that oppose them, weather these foes be man or monster. Unlike most paladins, paladins of the Oath of the Night don't fight fair, instead relying on underhanded techniques like stealth and assassination. Paladins of this oath often form sects within large cities, using a guild or temple as a front for their frankly brutal work. I can't say I agree with the methods of this order, but it undeniably works.

Tenets of the Night

Darkness. The dark is a tool to slay your foes - use it wisely.

Blood. If blood must be spilt for good to bloom, then let blood be spilt.

Sunrise. Shine light on the misdeeds of the wicked, lest they die without retribution.

Channel Divinity

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

Deathly Gaze. As an action, you can attempt to instil fear in one creature that you can see within 30 ft. of you. The creature must make a Wisdom saving throw against you paladin save DC. A creature whose CR is less than or equal to a quarter of your level automatically fails. On a failed saving throw, the creature is frightened of you for one hour. While frightened in this way, the creature is willing to give you any information you ask it for. In addition, the frightened creature will follow any commands you give it that are not directly harmful to it or it's allies. If you or your allies damage the frightened creature, the creature can make another Wisdom saving throw, ending the effect on itself on a success.

Silent Armour. As an action, you can imbue one set of armour you are wearing with and shroud of darkness. While it is enchanted in this way, the armour looses any property that would give you disadvantage on stealth. In addition, while wearing the armour, you gain the following benefits.

  • You can take the hide action in dim light.
  • If you don't already have proficiency in stealth, you gain it.
  • You make no noise when you move.
  • When you make a stealth check, you can add your Charisma modifier to you roll.

This enchantment lasts one hour. You can end this effect on your turn as part of any other action. If you doff the armour or if you fall unconscious, this effect ends.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells

3rd

disguise self, jump

5th

darkness, pass without trace

9th

phantom steed, speak with dead

13th

dimension door, shadow of moil

17th

banishing smite, passwall

Aura of Brutality

Starting at 7th level, you and creatures of your choice within 10 feet of you land critical hits on a roll of 19 or 20.

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

Vital Strike

Beginning at 15th level, you have perfected your critical strike and your stealth. When you land a critical hit with a weapon attack, you can deal an additional 4d8 of the weapon's damage type. If the creature CR is equal to or less than a quarter of your level, it is automatically reduced to 0 hit points.

Deathbringer

At 20th level, as an action, you can emanate an aura of malice and darkness. For 1 minute, you gain the following benefits:

  • Bright light within 15 ft. of you turns to dim light, and dim light within 15 ft. of you becomes darkness.
  • You can hide as a bonus action.
  • You have advantage on intimidation checks.
  • Any creature that starts its turn while within 120 ft. of you and aware of you must make a wisdom saving throw against your spell save DC, becoming frightened on a failed save. At the end of each of it's turns, the creature can remake the save at the end of each of it's turns, ending the affect on itself on a success. A creature who succeeds on the save becomes immune to this affect for 24 hours.

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

Comments

Posts Quoted:
Reply
Clear All Quotes