Sacred Oath:
Oath of Night
The Oath of Night is as old as the darkness itself. Sometimes called ‘shadow knights’, paladins who swear this oath believe that darkness, and those who dwell within it, are not meant to be feared, but embraced, understood and protected.
Tenets of the Night
The tenets of the Oath of Night emphasize the principles that darkness, both in spirit and the world, are not to be feared, and that it is just as necessary as the light. Its four central principles are simple.
Embrace the Night. Through your actions, strive to quell any fearful thoughts of the darkness and night, for those that dwell within it have their own worth and beauty.
Foster the Night. Where there is light within the world, remind other of the calming embrace of the dark. Stand vigilant against those who would take the darkness away.
Be Still the Night. Always be mindful of the silent calm that darkness and night can bring. Be swift, quiet, and blend in with the dark.
Become the Night. Become a symbol for the dark places of the world, as a reminder that there is nothing to fear from what you do not understand.
Oath of Night Spells
You gain oath spells at the paladin levels listed.
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 |
Created by: u/Yorviing // Yorviing
'Midnight Reaper' MtG Art by Sidharth Chaturvedi
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 you finish a long rest.