Paladin
Base Class: Paladin

Paladins are often associated with shining armor and spotless temples, loudly decrying evil—or what they perceive to be evil, at least—wherever they find it.  But there exists an order dedicated to doing good without ostentation or the expectation of reward or accolade.  Paladins who take the Oath of the Unseen swear to do good even if no one will ever hear of their deeds, and to help all those that society has forgotten.

 

Tenets of the Unseen

Honor with Humility.  I do good and help those in need wherever I find them, even if those very people will never know who helped them.

Forgive the Penitent.  I understand that good people are sometimes forced to commit evil acts in order to survive, and I extend forgiveness to them rather than judgement.

Punish the Wicked.  I will do what is necessary to keep good people safe, even if that means getting my own hands dirty.

Tend the Roots.  I do my best to stop problems before they arise by taking preventative measures instead of only meting out punishment.

Oath Spells

You learn additional spells when you reach certain levels in this class.  Once you learn an oath spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.  All of your oath spells are considered paladin spells for you, even if they don't appear on the paladin spell list.

Channel Divinity

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

  • Walk Unseen. As an action, you can invoke your deity’s power to blend into a crowd or natural environment.  For the next hour, you have advantage on Stealth checks and heavy armor does not impose disadvantage on Stealth checks for you.
  • Rebuke the Violent. As an action, you can present your holy symbol and intone a divine command.  Each hostile creature within 30 feet of you that can hear you must make a Charisma saving throw.  On a failed saving throw, any weapons that creature is wearing or carrying are sent flying 60 feet away from them in a direction of your choice.  On a successful saving throw, that creature takes 2d8 radiant damage.

Silent Protector

Also at 3rd level, you gain proficiency in the Investigation and Stealth skills.

Aura of Menace

Starting at 7th level, when you use your Divine Smite, score a critical hit or killing blow, or use your Channel Divinity: Rebuke the Violent, all hostile creatures within 10 feet of you that can see you must make a Charisma saving throw, becoming frightened of you for the next minute on a failure.  Those creatures can repeat the saving throw at the end of each their turns, ending the effect on a success.

When you reach 18 level in this class, the range of the aura increases to 30 feet.

Draw the Ire

At 15th level, you have learned to keep your foes focused on you rather than their innocent victims.  You can use a bonus action to impose disadvantage on attacks against friendly creatures other than you for the next minute.  You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Watchful Guardian

At 20th level, you can use an action to empower yourself with divine energy.  For the next minute, you gain the following benefits:

  • You and friendly creatures within 30 feet of you gain the benefit of half cover.
  • When a friendly creature within 30 feet of you would take damage, you can use your reaction to swap places with that creature and make one attack against the enemy that attacked them.
  • You can take the Dash or Help action as a bonus action.

Once you use this feature, you cannot use it again until you finish a long rest.

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