Oath of Silence

by Jadeor

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Oath of Silence

Oath of Silence

Some words must never be spoken.

Some secrets must never be learned.

Some things are best forgotten.

Some treasures must be returned.

A Paladin Oath

A paladin who takes this oath knows that there are some secrets that must be protected at all cost. Thus, they take the oath of silence: not because they must not speak, but because others must be silenced. These paladins spend their lives learning long lost and dangerous secrets and protecting the world from them.

Tenets of Silence

The tenets of the Oath of Silence are all about secrets.

  • Listen. There are many secrets in the world. These must be learnt and investigated.

  • Guard. There are some secrets that must be protected at all costs.

  • Silence. If someone learns a dangerous secret, they must be silenced.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Silence Spells
Paladin Level Spells
3rd Identify, Sleep
5th Invisibility, Silence
9th Clairvoyance, Dispel Magic
13th Confusion, Greater Invisibility
17th Legend Lore, Modify Memory

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Silence! As an action you can brandish your holy symbol and choose a creature you can see within 60 feet of you. The creature must succeed on a Wisdom saving throw or be unable to make vocal sounds or cast spells that have verbal components and have disadvantage on the first attack roll it makes each turn for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending all effects on a success.
  • Speak! As an action you can touch a creature and try to discover what secrets it knows. The creature must succeed on a Charisma saving throw, or be charmed by you for 1 minute or until you or your companions do anything to harm it. While it is charmed by you in this way, the creature must answer all questions you ask it as truthfully as it can.

Art created using Midjourney AI

Aura of Stillness

Beginning at 7th level, the sounds around you are muffled. You and friendly creatures within 5 feet of you have resistance to thunder damage and have advantage on Dexterity (stealth) checks they make. Additionally, Wisdom (perception) checks made to hear you and friendly creatures within 5 feet of you have disadvantage.

You can choose to turn this aura on or off as an action.

At 18th level, the range of this aura increases to 15 feet.

Quiet Rebuke

At 15th level, you silence others instantly. Whenever a creature within 15 feet of you begins to speak or make a vocal sound, you can attempt to silence them as a reaction. The creature must succeed on a Wisdom saving throw, or be unable to speak or make vocal sounds, including to cast a spell that requires vocal components, until the end of your next turn.

You may use this feature a number of time equal to your Charisma modifier, after which you must finish a long rest to use it again.

Unseen Silencer

At 20th level, you can become truly imperceivable. As an action, you can enter into a silent and invisible state. You gain the following benefits for up to 1 hour:

  • You are invisible.
  • Your movement makes no sound and causes no vibrations, meaning you automatically succeed on all Dexterity (stealth) checks you make as long as you are unseen and only creatures with truesight can perceive you.
  • Any hit you score with a weapon attack against a creature that can't perceive you is a critical hit.
  • When you hit a creature with a weapon attack, you return visible and the state ends.

After you've used this feature, you cannot use it again until you finish a long rest, unless you expend a 5th level spell slot to do so.

 

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