Sacred Oath -
Oath of Shadows
A pious clergyman guides the masses, and the holy knights protect the weak. Yet even the most noble of hearts can be swayed to the darkest of temptations. Few dare to speak out against these sacrosanct elite that stand atop the law, inches away from its grasp. And fewer still rise up to defend the meek from these cowardly parasites- those who threaten others out of selfish greed.
These valiant few swear an oath to defend the downtrodden; to forsake those who stand idly by as justice is left to the wayside. Swearing to the Oath of Shadows and becoming pariahs in their own land, these paladins- often called "Dark Knights" or "Black Knights"- bear no crests declaring their allegiance. Instead, their strength becomes a beacon; a defiant flame amongst the abyss, brazenly burning unto its inevitable conclusion. By your own hand, you will enact justice unto those who evade it. In the name of those who have been lost, for those you can yet save. And in their darkest hour, in the blackest of night, they will think of you... and you will be with them. For where else could you go? Who else could they love but you?
Tenets of Shadows
A paladin who embraces the Oath of Shadows owes allegiance to no one. With a declaration of blood, they willingly forsake themselves in order to dole out punishment to those who escape justice. There are no tenets of this oath, save for one: Become what you must to achieve your absolution.
Oath of Shadows Features
| Paladin Level | Features |
|---|---|
| 3rd | Oath Spells, Channel Divinity, Darkside |
| 7th | Bloodspiller, Quietus |
| 15th | Living Dead |
| 20th | Warrior of Darkness |
Oath Spells
You gain oath spells at the paladin levels listed below in the Oath of Shadows Spells table.
Oath of Shadows Spells
| Paladin Level | Spell |
|---|---|
| 3rd | bane, shield |
| 5th | darkness, living shadow |
| 9th | fear, life transference |
| 13th | blight, shadow of moil |
| 17th | negative energy flood, steel wind strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Weapon. As a bonus action, you can use your Channel Divinity to augment your weapon with pure shadow in exchange for your own life force. If you do, you gain advantage on melee attack rolls with that weapon for a number of rounds equal to twice your Charisma modifier. Each time you deal damage to a creature, you take 3 (1d4) necrotic damage. This damage ignores resistance and immunity to necrotic damage.
You can end this effect on your turn as part of any other action. If you end your Blood Weapon in this way, you immediately regain a number of hit points equal to your Paladin level. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
The Blackest Night. As an action, you can use your Channel Divinity to surround yourself in a protective layer of shadows. You gain a number of temporary hit points equal to your twice your paladin level for 1 minute. If these temporary hit points are lost due to a creature dealing damage to you, you regain a spell slot of 1st level. This spell slot may only be used as part of your Divine Smite feature.
At 7th level, you instead regain a spell slot of 2nd level. At 11th level, you instead regain a spell slot of 3rd level. At 15th level, you instead regain a spell slot of 4th level.
Darkside
Starting at 3rd level, whenever you would deal radiant damage, you can choose to deal necrotic damage instead. Your Divine Smite and Improved Divine Smite deals additional damage to celestials, as well as fiends and undead, when used this way. In addition, whenever you deal necrotic damage to a creature, you treat immunity to necrotic damage as resistance.
Bloodspiller
Beginning at 7th level, whenever you successfully hit a creature while under the effects of Blood Weapon, you deal an additional 4 (1d6) necrotic damage to the target. At 13th level, this damage increases to 9 (2d6) necrotic damage.
Quietus
Also beginning at 7th level, you emanate an aura of protective, ebon shadow while you are not unconscious. Friendly creatures within 10 feet of you have advantage on death saving throws. In addition, whenever a friendly creature within your aura critically fails a death saving throw, it counts as one failure instead of two. At 18th level, the range of this aura increases to 30 feet.
Living Dead
Beginning at 15th level, once per long rest when you are reduced to 0 hit points and are not killed outright, you are not knocked unconscious. Instead, your unyielding will to protect others pushes you to continue fighting, even while grievously wounded.
While you are at 0 hit points and under the effects of Living Dead, your movement speed is halved. On your turn, you can use either an action or a bonus action, not both. You have advantage on death saving throws while you are under the effects of Living Dead, and you still make death saving throws at the start of your turn if you are not stable.
When you critically fail a death saving throw, it counts as one failure instead of two if you are conscious. If you take any damage while you have 0 hit points, you immediately make a death saving throw instead of suffering a death saving throw failure. When you critically succeed on a death saving throw, you regain hit points equal to your paladin level. Whenever you regain hit points while under the effects of Living Dead, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Warrior of Darkness
At 20th level, you become an eternal beacon of hope within the darkness. You can use your action to gain the following benefits for 1 minute:
- You gain immunity to radiant and necrotic damage.
- When you take the Attack action on your turn, you can make one additional attack as part of that action.
- Hostile creatures within 10 feet of you have disadvantage on weapon attack rolls against you and saving throws against your paladin spells.
- Whenever you deal necrotic damage to a creature, you ignore resistance and immunity to necrotic damage.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Living Shadow
2nd-level illusion
- Casting Time: 1 action
- Range: Special
- Components: S, M (A black pearl worth 100 gp)
- Duration: 1 minute
You create a simulacrum of yourself from shadows and your deepest inner emotions. It manifests in an unoccupied space that you can see within 10 feet. The simulacrum uses the Esteem stat block. When you cast the spell, choose a mood: Vengeful, Spiteful, or Protective. The simulacrum resembles your own shadow marked by the chosen emotion, which determines certain traits in its stat block. The simulacrum disappears when it drops to 0 hit points or when the spell ends, and the black pearl used as the spell's component falls to the ground in the space the simulacrum previously occupied.
The simulacrum is an ally to you and your companions. In combat, the simulacrum shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and it uses its move to avoid danger.
If you cast this spell again, any currently active simulacrums you have created with this spell are instantly destroyed.
Esteem
Medium monstrosity, chaotic neutral
- Armor Class 12 + the level of the spell (natural armor)
- Hit Points 35 + 15 for each spell level above 2nd
- Speed 35 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 16 (+3)
- Damage Vulnerabilities radiant
- Damage Resistances necrotic
- Condition Immunities frightened
- Senses darkvision 60 ft., passive Perception 12
- Languages Abyssal, understands the languages you speak
- Challenge -
- Proficiency Bonus equals your bonus
Fade to Shadow. While in dim light or darkness, the simulacrum can take the hide action as a bonus action.
Salted Wound (Vengeful Only). When the simulacrum takes damage from a creature that is within 5 feet of it, it can use its reaction to make a melee attack against that creature.
Delirium (Spiteful Only) The simulacrum has advantage on an attack roll against a creature if at least one of the simulacrum's allies is within 5 feet of the simulacrum and the ally isn’t incapacitated.
Actions
Multiattack. The simulacrum makes a number of attacks equal to half this spell’s level (rounded down).
Umbra Edge. Melee Weapon Attack: your spell attack modifier to hit, one target. Hit: 2d6 + 4 + the spell’s level necrotic damage.
Abyssal Blades (Recharge 6). The simulacrum chooses one creature within 30 feet of it. That creature, and all creatures within 10 feet of it, must succeed on a Constitution saving throw against your spell save DC or take 11 (2d6+4) necrotic damage.
Bonus Actions
Shadow Rampart (Recharge 6, Protective Only). The simulacrum weaves a barrier of protective, jagged shadow around one creature it can see within 30 feet of it. That creature gains temporary hit points equal to 4 times the spell's level for 1 minute. If a creature hits the target with a melee attack while they have these hit points, the creature takes 5 necrotic damage.
Credits:
- Square Enix for the concept and for the first art.
- djyuuji on Twitter for the beautiful Fray artwork.
