Oath of the Dark Knight

by Aramirtheranger

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Sacred Oath


At 3rd level a Paladin gains the Sacred Oath Feature. The following options are available to a paladin in addition to the ones in the Player's Handbook: the Oath of the Dark Knight.

Oath of the Dark Knight

"Who are you?!"


"That's irrelevant to justice. Your vile deeds are not."


Often hated by revolutionaries and despots alike, Dark Knights are committed to stamping out corruption and evil wherever they may lurk. Abusive nobles, demagogues, corrupt officials, and crime lords are all the same to them.

If you're from an order, you might have hundreds of tenets, but the most important are the following ideas.

Anonymity: The righteous choice will often be unpopular. Do not concern yourself with celebrity.

Action: The best thing to do in a crisis is the right thing, the next best is the wrong thing, and the worst thing you can do is nothing.

Integrity: Hold to your principles even if it seems nobody would know- You will.

Volition: Your path is a hard one. By itself, refusing to follow it is not sufficient grounds to condemn others.

Fear: Those who use fear against the innocent deserve to be afraid themselves.

Oath Spells

You gain Oath Spells at the Paladin levels listed.

Paladin Level Spells
3rd zephyr strike, burning hands
5th hold person, detect thoughts
9th counterspell, fireball
13th banishment, dimension door
17th immolation, commune

Channel Divinity

Terrible Wrath: You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Zealot's Endurance: As a bonus action, you can use Channel Divinity to gain temporary hit points equal to twice your Paladin level. This can also remove the Paralyzed, Frightened, Charmed, or Petrified conditions from yourself.

Zealot's Fury

At 7th level, you deal extra damage with melee attacks equal to your Charisma modifier. Additionally, your Divine Smites count as both radiant and necrotic damage, ignoring resistances and immunities unless the target is resistant or immune to both. This manifests as energy resembling green fire.

Wounded Beast

Starting at 15th level, you gain advantage on your first attack roll each turn if you are at or below half your maximum hit points.

Dark Marshal

At 20th level, as an action you can chill the hearts of your enemies more than ever. For 1 minute, you gain these benefits:

  • You are immune to psychic damage, and are resistant to bludgeoning, piercing, and slashing damage.
  • You have advantage on attack rolls against creatures that are Frightened of you.
  • When you reduce a creature to 0 hit points, you can choose to force its spirit to linger in anguish for a moment. Any creature of your choice that sees this must make a DC 15 Wisdom saving throw or become Frightened of you.

Additionally, if a creature is immune to the Frightened condition, when you attempt to Frighten them they instead have advantage on the saving throw.

 

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