The Paladin Oath of Shadows in KELLDORIA (DRAGON REALMS) | World Anvil
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The Paladin Oath of Shadows

The Oath of Shadows

The Oath of Shadows is a secretive order, with few knowing of it’s very existence. These paladins embrace the shadows to carry out the work that can not be done in the light. Often tasked with assassinations on clandestine missions or gathering intel in covert operations, all at the behest of military leaders, corrupt nobles, or even religious figures discreetly employing them so as to keep their holy veneer intact.   These shadow knights, sometimes referred to as dusk knights or cloak and warhammers, are warriors who thrive in darkness, where others would seek the light. While it is true that most shadow paladins are considered nefarious or malevolent, most of the order care little for their reputations; they see it as their duty to quietly and efficiently carry out their given orders whether they came directly from the king, their captain, or their god.  

Tenets of Shadow

The Tenets of the Oath of Shadows is a secret prayer said under breath. It is instilled and memorized by all who take it and sworn to be kept concealed, even under threat of death.  

Watch From the Shadows

Make sure you can see all, but none can see you.  

Plot From the Shadows

Observe every detail and plan accordingly, being wise, cautious, and steadfast.  

Strike From the Shadows

Strike fast and true. Leaving your target oblivious of the dagger in his back and the poison running through their veins.  

Disappear Into the Shadows

Leave behind no trace of your presence upon completion of the mission.  

Oath of Shadows Features

 
Paladin Level Features
3rd Oath Spells, Channel Divinity
7th Aura of Darksight (10 ft.)
15th Dusk Knight
18th Aura of Darksight (30 ft.)
20th Living Shadow
 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Shadows Spells table. See the Sacred Oath class feature for how oath spells work.  

Oath of Shadows Spells

Paladin Level Spells
3rd Disguise Self, Dissonant Whispers
5th Darkness, Mirror Image
9th Blink, Nondetection
13th Greater Invisibility, Shadow of Moil
17th Mislead, Seeming
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.  

Cloak of Shadows

You can use your Channel Divinity to give yourself and your allies, 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 armour when you use this channel divinity option.  

Shadowbomb Teleportation

As an Action, you can Teleport to an unoccupied space within 30 feet of you and all those within five feet of your original location must make a dexterity Saving Throw or take 2D6 Necrotic Damage on a failed save or half as much on a successful save.  

Aura of DarkSight

Starting at 7th level, 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.  

Dusk Knight

At 15th level, you become Resistant to Necrotic Damage and can deal an Extra amount of Necrotic Damage equal to your charisma modifier on an attack, once per turn.  

Living Shadow

At 20th level, 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 modifier Necrotic Damage, can not take reactions on their turn and their movement is reduced by half; on a successful save they take half damage and their movement and reactions are unaffected.
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