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Oath of Night

Oath of Night Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd cause fear, expeditious retreat
5th darkness, pass without trace
9th blink, fear
13th greater invisibility, shadow of moil
17th far step, hold monster

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options.

One With Night. As an action, you can use your Channel Divinity to touch a willing creature and embue it with shadow. For the next 10 minutes, whenever that creature makes a Dexterity (Stealth) check, it treats a roll of 7 or lower on the d20 as an 8.

Pull of Darkness. As an action, you can use your Channel Divinity to cause a nearby shadow to reach for a creature within 30 feet of you that you can see. The creature must succeed on a Dexterity saving throw or be grappled and take necrotic damage equal to half your paladin level. While grappled by the shadow, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the shadow retreats.

Aura of Night

Beginning at 7th level, you can emit an aura of night around you. You and friendly creatures within 10 feet of you gain resistance to necrotic damage, and can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   At 18th level, the range of this aura increases to 30 feet.

Darkened Spirit

By 15th level, darkness is always with you. Whenever an effect tries to frighten an allied creature within your Aura of Courage, you and any allies within your Aura of Courage gain temporary hit points equal to half your paladin level plus your Charisma modifier.

Guardian of Darkness

At 20th level, you can assume the form of a dark champion, taking on an appearance you choose. For example, your eyes might turn black or you may become surrounded in shadow.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • Black wings sprout from your back and grant you a flying speed of 60 feet.
  • Whenever a creature hits you or an ally within your Aura of the Night feature with an attack, it takes necrotic damage equal to your Charisma modifier.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against being frightened by you
Once you use this feature you can't use it again until finish a long rest

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