Paladin - Oath of the Unseen
The Oath of the Unseen is rarely taken by an order of paladins, but rather by an individual who does their work in the shadows. Many of these paladins are criminals or revolutionaries, striving to improve life for themselves or others by operating behind the scenes.
Anonymity
Never let your enemies know who you really are.
Unpredictability
Never let your enemies know what you'll do next.
Comprehension
Always know what you're doing, and what you're up against.
Paladin Level | Feature |
---|---|
3rd | Oath Spells, Channel Divinity |
7th | Aura of Silence |
15th | Slinking Smite |
20th | Become Shadow |
Unseen Spells
Paladin Level | Spells |
---|---|
3rd | Fog Cloud, Sleep |
5th | Invisiblity, Pass Without Trace |
9th | Blink, Major Image |
13th | Arcane Eye, Polymorph |
17th | Far Step, Modify Memory |
Channel Divinity - Mind Wipe
As an action, you present your holy symbol to enfeeble a creature's mind. Choose one creature that can see you. For the next hour, that creature's mind is fuzzy, it can't remember anything in detail, and is barely capable of speech.
Channel Divinity - Invite Darkness
As an action, you present your holy symbol to conceal an area. Magical darkness spreads from a point you choose within 30 feet of you out to a 30 foot radius. The darkness lasts for 10 minutes, or until you dismiss it as a bonus action on your turn. You, and a number of creatures of your choice up to your Charisma Modifier can see through this darkness uninterrupted.
Aura of Silence
Beginning at 7th level, you and your companions are harder to detect. You and all friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks to remain hidden or move silently.
At 18th level, the range of this aura increases to 30 feet.
Slinking Smite
Starting at 15th level, you are able to exploit your foe's ignorance. When you use Divine Smite on a creature that cannot see you, the target takes an additional 3d6 damage of your weapon's damage type.
Become Shadow
At 20th level, as an action, all traces of your presence disappear. For 1 minute, you gain the following benefits:
- You are invisible and inaudible.
- When a creature that you've damaged within the last round ends its turn, you can force it to make a Constitution Saving throw as a reaction. The creature takes the damage that you dealt to it again on a failed save, or half on a successful one.
- You can teleport a distance up to half of your walk speed as a bonus action.
Once you use this feature, you can't do so again until you finish a long rest.