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HB

Oath of Shadow, Paladin

Have you ever thought why those so called "paladins" wear shiniest, brightest armor possible while riding whitest horse they could find? Because they don't do things they do just for the sake of it. They want to feel praised. Worshiped. Loved. Looked upon. I would say that taking an oath for that reason would be lying to a god they swore upon, but these entities are as deranged as their knights. They love those juicy prayers of gratitude, I can tell you that.
If you want to help people for the sake of actually making world a better place, do it from the shadows, away from the plain light. No worship. No thanks. Only knowledge that you actually made a change.
Tenets:
Be Humble. If you help people just to be loved, you do it for all the wrong reasons.
Stay in the Shadows. Those who walk in the plain light are not only an easy target for the forces of evil - they also can't see what is lurking within the shadows.
Do What Must Be Done. Do what you believe is necessary for the people, even if that makes you a monster in their eyes.
Oath Spells:
You gain oath spells at the paladin levels listed.
Paladin LevelSpells
3rdarms of hadar, disguise self
5thdarkness, shadow blade
9thhunger of hadar, summon shadowspawn
13thdimension door, shadow of moil
17thmislead, seeming
Channel Divinity:
Shadow Weapon. As an action, you can imbue one weapon that you are holding with shadow energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1) . The weapon also suppresses light around you, causing you to become lightly obscured to others. Bright light turns to dim light within 5 feet of you.
If the weapon is not already magical, it becomes magical for the duration.
Cloak of Shadows. You can use your Channel Divinity to give yourself and your alllies, a supernatural shroud of non-detection. As a bonus action, you and friendly creatures you can see within 30 feet of you gain a bonus equal to half your character level plus your Charisma modifier to all Dexterity (stealth) checks made for the next ten minutes. Additionally, you no longer have disadvantage on stealth checks imposed by medium or heavy armor when you use this channel divinity option.
Oath Abilities:
Shadow Smite

Shadow Smite

3rd-Level Paladin Feature
Your Divine Smite now deals force damage instead of radiant damage.
Lights Out

Lights Out

7th-Level Paladin Feature
You can use your control over shadows to partially cover a light source that you can see within 300 feet of you. As a bonus action, you can reduce the amount of light the source emits by half the usual value for 1 minute.
Aura of Darksight

Aura of Darksight

7th-Level Paladin Feature
You see through darkness as if it were not even there. You and friendly creatures within 10 feet of you gain darkvision with a range of 60 feet or if you or anyone in your group already has darkvision they instead gain blind-sight with a range of 60 feet.    At 18th level, the range of this aura increases to 30 feet.
Ebon Advance

Ebon Advance

15th-Level Paladin Feature
You can step through the shadowfell to descend upon your foes in a cloak of pure darkness You can use a bonus action on your turn to teleport up to 120 feet to an unoccupied space that you can see. Until the end of your next turn your space is filled with magical darkness that you can see normally in. The darkness moves with you.   Once you use this feature, you cannot use it again until you finish a short or long rest.
Living Shadow

Living Shadow

20th-Level Paladin Feature
You become an incorporeal shadow as an action for 1 minute. You gain the following benefits: You are resistant to non-magical bludgeoning, piercing, and slashing and become immune to necrotic damage. You gain a flying speed equal to your walking speed and you can hover.   You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. If you move through a creature they must make a constitution saving throw against your spell save DC on the start of their next turn. On a failed save they take 1d10 plus your charisma mod necrotic damage, can not take reactions on their turn and their movement is reduced by half; on a succesful save they take half damage and their movement and reactions are unaffected.

Created by

Raven Gladstone.

Statblock Type

Oath (KS)

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