Paladin - Oath of the Unseen

by Soupangel44

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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.

 

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