Base Class: Paladin
The Oath of the Black Prior is usually taken by oathbreakers tired of the void that their god has left in them. They yearn to be in service for something greater than them; even if it’s a greater evil. Where other Paladins protect the innocent, a Black Prior sees their loss as a worthy sacrifice. Where other Paladins smite the wicked, a Black Prior smites the weak. Where other Paladins uphold the law, even in battle, a Black Prior brings chaos and darkness wherever they go.
Tenets of The Black Prior
No mercy for the weak. There’s two types of people in this world: wolves and sheep; and the world has no more room for sheep.
Absence of light. Only in darkness do the wolves separate from sheep. So I will step out of the shadows, and teach them true darkness.
At any cost. Misfortune comes uninvited. It hungers for blood. Craving eternal darkness. And you have no problem feeding it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Swift Death. You know how crucial healing is in the middle of battle, so you learned how to corrupt it. As a reaction, when a creature within 60 feet of you that you can see heals in any way, you can corrupt that healing and turn it into necrotic damage. The creature that receives the healing must make a Constitution saving throw. On a fail, the amount of hit points they would have gained turns into necrotic damage instead. On a save, they take no damage, but they only receive half of the healing (rounded down) they would have received normally.
Veil of Shadows. You plunge the minds of your enemies into complete darkness. As an action, you present your holy symbol and speak an abyssal prayer. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom Saving throw. On a failed throw, the creature’s eyes are coated with a black, almost liquid like substance that streams down their face like tears. The creature becomes Blinded, as its mind is plunged into darkness for 1 minute or until the effect ends. The creature makes a Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer blinded.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Tenebris
Starting at 7th level, you and friendly creatures within 10 feet of you have blindsight up to 10 feet.
At 18th level, the range of this aura increases to 30 feet.
Resilience
Beginning at 15th level, when you finish a long rest, you temporary hit points equal to your paladin level + your charisma modifier (minimum of +1)
Bulwark of Darkness
At 20th level, as an action you cover yourself in true darkness. For 1 minute, you gain the following benefits.
Any attacks made against you have disadvantage.
At the start of each of your turns, you as well as friendly creatures within your Aura of Tenebris gain temporary hit points equal to 1d4 + your charisma modifier.
You can cast any Necromancy spell or any of your Oath Spells that has a casting time of 1 action as a bonus action.
Once you use this feature, you can't do so again until you take a long rest.
Comments