Oath of the Veiled Truth

Paladins of Umbra, often called Veiled Inquisitors or Shadowbringers, are divine warriors dedicated to Umbra, the god of Knowledge, Shadows, and Consequences. They embody Umbra’s principles of uncovering hidden truths, ensuring justice, and balancing light and darkness. Unlike other Paladins, who may shine as beacons of light, the Paladins of Umbra operate in the subtle, shadowed spaces between righteousness and pragmatism, wielding the darkness as both a shield and a weapon.   These Paladins are the gods' investigators, judges, and executioners, striking fear into those who attempt to escape the consequences of their actions. With abilities that allow them to move through shadows, discern lies, and invoke the weight of guilt, they are both terrifying and awe-inspiring figures. Their presence demands respect, for they are not just warriors—they are the living embodiment of Umbra’s will, ensuring that no deed, good or ill, goes unanswered.   In Tanaria, Paladins of Umbra are both revered and feared. Their reputation as impartial enforcers of divine law makes them invaluable in rooting out corruption, uncovering hidden crimes, and confronting supernatural threats. Yet, their methods—often shrouded in secrecy and shadow—can make even the innocent uneasy in their presence.

Perception

Purpose

Paladins of Umbra serve as divine enforcers, investigators, and arbiters of justice, ensuring that hidden truths come to light and that no action goes without consequence. Their profession weaves through multiple aspects of society, often operating in roles that blend law, faith, and martial discipline.   Paladins of Umbra are tasked with uncovering deception, exposing corruption, and ensuring that those who manipulate truth for personal gain are held accountable. They operate within temples, courts, and even royal chambers, ensuring fair trials and divine justice. Unlike traditional knights, these Paladins do not grant mercy lightly—justice must be served. When judgment is passed, they enforce divine consequences, ensuring that criminals, heretics, and dark entities face retribution.   As servants of Umbra, the god of Knowledge, these Paladins often protect, recover, and safeguard ancient truths that others would rather remain hidden. They preserve holy texts, lost histories, and divine prophecies, sometimes clashing with those who wish to bury the past.   Dark forces, such as fiends, undead, and corrupted magic users, fear the Paladins of Umbra, who are uniquely suited to combating threats that exist in shadow. They act as exorcists, slayers of unnatural beings, and wardens of the veil between realms. Umbra’s Paladins do not always act openly. In many cases, they work from the shadows, ensuring that events unfold as they must. They are agents of fate, enforcing the natural balance of light and dark, knowledge and secrecy, action and consequence.   Paladins of Umbra do not simply serve as warriors—they are the unseen hand of justice, ensuring that truth is known, darkness is confronted, and balance is maintained. Whether acting openly as judges or secretly guiding fate from the shadows, they hold a vital, if sometimes feared, place in Tanarian society.
Deity
Umbra
Alternative Names
Veiled Inquisitors, Shadowbringers, Judges of the Veil, Eclipsed Knights, Moonbound
Type
Religious
Famous in the Field

Subclass Traits

Paladins who take the Oath of the Veiled Truth swear their service to Umbra, the god of Knowledge, Shadows, and Consequences. These holy warriors act as seekers of hidden truths, judges of justice, and deliverers of fate. Whether operating as Inquisitors rooting out corruption, Shadowblades striking from the darkness, or scholars unveiling lost wisdom, they carry the will of their god through both light and shadow.

Tenets of the Veiled Truth

Though each Paladin interprets their duty in different ways, all followers of Umbra adhere to these core tenets:  
  • Truth Above All: Lies are the greatest poison to justice. I seek the truth, no matter how deeply it is buried.
  • Consequences Are Absolute: Every action bears a price. I ensure that all, including myself, face the consequences of their deeds.
  • Shadows Are Not Evil: Darkness is a tool, just as light is. I wield both in the service of balance and judgment.
  • No Crime Shall Be Unseen: I watch. I listen. I unveil. Justice will find those who believe they are hidden.

Oath of Veiled Truth

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Veiled Truth Spells table, you thereafter always have the listed spells prepared.  
Paladin LevelSpells
3Disguise Self, Hex
5Darkness, Zone of Truth
9Counterspell, Fear
13Greater Invisibility, Locate Creature
17Hold Monster, Scrying
 

Veil and Verdict

You gain the following Channel Divinity options:   Shadow Step – As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness. Until the start of your next turn, you have advantage on your next melee attack.   Judgment of Consequence – As an action, you invoke Umbra’s power to force a creature within 30 feet to experience the full weight of their actions. The target must make a Wisdom saving throw. On a failed save, they are Frightened or Charmed (your choice) for 1 minute. The effect ends if the creature takes damage.

Aura of Shadows

You and friendly creatures within 10 feet of you are lightly obscured in dim light or darkness. When a hostile creature makes a ranged attack against a target in your aura, they must subtract 1d4 from their attack roll.   Additionally, you gain Truthsense—You can passively sense deception. When a creature you can see deliberately tells a lie, you feel a faint unease, though you may not immediately understand why. If you make an Insight check against the creature, you have advantage.

Cloak of Midnight

You can summon a veil of shadows that shrouds your form. As a reaction when you take damage, you can summon the Cloak of Midnight, gaining resistance to all damage until the start of your next turn. Once used, this feature cannot be used again until you finish a short or long rest.   Additionally, you gain Eclipse Sight—You can perceive creatures that are invisible within 60 feet of you as faint silhouettes, even if they are obscured by darkness. This does not reveal their exact details, only their location and movement.

Avatar of the Veil

You become a living vessel of Umbra’s will, allowing you to step fully into the shadows. As an action, you can assume the Avatar of the Veil form for 10 minutes. While transformed, you gain the following benefits:  
  • Veil of Shadows: You are invisible in dim light or darkness and can move without revealing your position unless you attack or cast a spell.
  • Burden of the Veil: When a creature within 30 feet of you takes damage, you can use your reaction to transfer part of their suffering to yourself. You reduce the damage they take by half, and you gain temporary hit points equal to the damage prevented.   If you take damage before the start of your next turn, the temporary hit points are expended first. If you still have temporary hit points when your turn starts, the shadows demand balance—you take necrotic damage equal to the remaining temporary hit points. Additionally, if you hit a creature with a melee weapon attack before the end of your next turn, you can deal extra damage equal to the number of temporary hit points you had, as the shadows unleash the stolen suffering.   You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.   The target is left with a faint scar, marking the wound’s memory.
  • Consecration of Shadows: When you reduce a hostile creature to 0 hit points, you can force another enemy within 30 feet to make a Charisma saving throw. On a failed save, they are Blinded and Deafened for 1 minute as they experience visions of their past deeds. Once you use this feature, you must finish a long rest before you can do so again.

Comments

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Jan 31, 2025 19:30

That’s an awesome take on an Oath! The way you’ve woven secrecy and subtlety into the tenets makes it feel really unique compared to standard paladin paths. I love how it leans into deception and hidden truths without losing that sense of duty and conviction. Definitely feels like something a player could build a really compelling character around!

Jan 31, 2025 20:22 by Alikzander Wulfe

Thanks for the feedback! Feel free to use/reskin it for your own use! I'm quite happy with it I think. It is my first homebrew subclass.

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