Oath of the Left Hand
The Oath of the Left Hand is always sworn before another power, be they mortal, divine, or something more. These paladins—sometimes called winter knights, nightingales, or left hands—are the shadows behind the powers they worship, often serving as spies or spymasters and bringing divine might to dark places in the name of their reverence.
Left hands are devoted, but not blind. While they are strong in faith, should the one they follow perish or fall beyond redemption, the hand will leave their side to carry on the legacy of the being they once knew.
Tenets of the Left Hand
A paladin who swears this oath will often whisper the tenets of the left hand as a mantra, a quiet reminder of their oath.
Silence. You will speak when you must, and only then. Your careful word at the perfect moment will mean more than all the shouting in the world.
Secrecy. You are an instrument, but never the song. Yours is not the glory—let others will go down in history. You will foster that legacy.
Loyalty. It is not enough to be loyal in times of sun and splendour. A hand is a hand, in light and in darkness, and you will stay true no matter how harsh the weather.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Left Hand Spells
| Paladin Level | Spells |
|---|---|
| 3rd | disguise self, unseen servant |
| 5th | invisibility, warding bond |
| 9th | gaseous form, sending |
| 13th | dimension door, greater invisibility |
| 17th | mislead, scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shadow Sentinel. As an action, you can whisper a vow to watch over an ally you touch, using your Channel Divinity. For 1 hour, you always know that creature's current hit points and any conditions affecting it.
For the duration, you can use your action to teleport to the nearest unoccupied space within 5 feet of the creature you watch over. Additionally, when the creature is attacked, you can use your reaction to teleport to the nearest unoccupied space within 5 feet of it and impose disadvantage on the attack roll. The creature must be on the same plane of existence as you.
Divine Sight. As an action, you can use your Channel Divinity to create an invisible golden eye, which floats above a creature or object you touch. If the target moves, the eye moves with it, remaining within 10 feet of the target. The eye has darkvision out to 60 feet, and you can see through it as if you were in its space.
The eye vanishes after 1 hour, or if the target travels to another plane of existence.
Credits
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Created Using: GM Binder
Artwork By: Stef Tastan
Aura of Silence
Starting at 7th level, you can emanate a quieting aura while you're not incapacitated, which lasts until you dismiss it. The aura extends up to 10 feet from you in every direction, but not through total cover.
Any sound made within the aura can't be heard by creatures outside of the aura, and creatures you choose within it gain a bonus to Dexterity (Stealth) checks equal to your Charisma modifier (minimum of 1).
At 18th level, this aura range's increases to up to 30 feet.
Silent Knight
At 15th level, you can shroud yourself and your allies from prying eyes. You can cast nondetection at will, without expending a spell slot or material components.
Additionally, you can use the Hide action as a bonus action on your turn.
Golden Shadow
At 20th level, as an action, you can become a shadow of the power you worship, which lasts until you choose to return to your normal form. As a shadow, you gain the following benefits:
- You are invisible. Anything you wear or carry is invisible while it is on your person.
- You can't be heard.
If you deal damage to a creature or force a creature to make a saving throw, you become visible and audible to that creature until the end of its next turn.