The Hidden Ones
After taking mortal form long ago, the Void Spirit Inai constructed a temple to house his body and his artifacts. This temple, hidden from all but those very few he permits, is a bastion of forbidden knowledge and artifacts lost to time.
Many kings, adventurers, wizards, and zealots have spent entire lifetimes and vast fortunes trying to find the temple, to no avail.
The Hidden Ones, of whom Inai is leader, reside in the Hidden Temple and occasionally see fit to grant bits of their knowledge and insight to mortals. But one must first swear an oath to the temple.
Oath of the Hidden Ones
The Hidden Ones have smiled upon you and your near fanatical desire for secrets and knowledge that cannot be sated. A paladin who takes the Oath of the Hidden Ones has access to powers far different from most paladins and is forever altered by them.
Tenets of Hidden Ones
The tenets of the Oath of the Hidden Ones hold a paladin to serve their will no matter what.
Seek Knowledge. The knowledge of the universe must be acquired at any cost.
Secrets are Power. Each secret gained unlocks another mystery.
Protect the Mysteries. Don't allow your secrets to fall into the wrong hands.
Influence of the Hidden Ones
3rd-level Oath of the Hidden Ones feature
Starting when you take your oath, whenever you would restore hit points to a creature using spells or your Lay on Hands feature, you instead grant them the same amount of hit points as temporary hit points, as you envelop the creature in protective psionic energy. These temporary hit points last until the creature takes a long rest.
Additionally, whenever you would deal radiant damage, you deal psychic damage instead.
Oath Spells
3rd-level Oath of the Hidden Ones feature
You gain oath spells at the paladin levels listed in
the Oath of the Hidden Ones Spells table. See the Sacred Oath
class feature for how oath spells work.
3rd-level Oath of the Hidden Ones feature
You gain the following two Channel Divinity options. See the Sacred Oath class feature for how
Channel Divinity works.
Meld. As a bonus action, you can use your Channel Divinity to warp your image and blend into the environment. For as long as you don't move, attack, or cast spells, you and anything you are wearing or carrying become invisible. Psionic Burst. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to cause a 15ft. cone of psychic energy to burst from your target in the direction opposite from you. When you do so, you deal psychic damage equal to a roll of 1d8 + your Charisma modifier (minimum of 1) to all creatures in the cone. 7th-level Oath of the Hidden Ones feature
Starting at 7th level, you have advantage on wisdom saving throws against spells. Additionally, any magic that would sense, access or modify your thoughts, memories or emotions has no effect on you.
As an action, you can extend this effect to all allies within 10 feet of you for 1 minute. When you do this, you can't do so again until you finish a long rest. At 18th level, the range of this ability extends to 30ft. 15th-level Oath of the Hidden Ones feature
When you reach 15th level, you gain the ability to transport yourself through your psionic traps. After meditating for 1 minute, you can choose a Snare spell that has not been triggered yet (the spell has to have been cast by you and you must remember its location), you then teleport to the center of the circle along with anything you are wearing or carrying and the Snare is dispelled. Teleporting this way doesn't end your Meld Channel Divinity option.
Oath of the Hidden Ones Spells
Paladin Level
Spells
3rd
shield, snare
5th
shadow blade, Tasha's mind whip
9th
counterspell, intellect fortress
13th
arcane eye, Otiluke's resilient sphere
17th
contact other plane, wall of force
Psionic Mastery
20th-level Oath of the Hidden Ones feature
The Hidden Temple has seen fit to reveal secrets no mere mortal can understand. As a bonus action, you can wield this ancient knowledge to immediately restore your Channel Divinity and gain the following benefits for 1 minute:
- Your melee attacks have a reach of 10 feet.
- If you end your Meld by attacking a creature, using your Divine Smite will force it to make an Constitution saving throw, using your Spell Save DC. On a failure, the creature is stunned until the end of your next turn.
- If you spend the entire minute meditating, you can cast Plane Shift immediately after it ends. Casting Plane Shift in this way requires no material components if your target destination is the Material Plane or the Hidden Temple.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to do so.
Nonplayer Characters
In your travels it is possible, though incredibly unlucky, that you may run across a servant of the Hidden Ones. If you do, pray that they have only come for your valuables.
Templar Assassin Medium human, lawful neutral
- Armor Class 15
- Hit Points 49-81(9d8 + 9)
- Speed 35ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 12 (+1) 13 (+1 15 (+2) 11 (+0)
- Skills Acrobatics +5, Perception +4, Stealth +5
- Senses passive Perception 14
- Languages any one language (usually Common)
- Challenge 2 (300 XP)
Psi Blades. The templar assassin's unarmed strikes are magical and count as psychic damage.
Unarmored Defense. While the templar assassin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The templar assassin makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target.
Servants of the Hidden Ones
The Hidden Temple employs only the most skilled and devout assassins and warriors to their cause. In the pursuit to appease their Hidden masters, they will stop at nothing, even causing themselves bodily harm or death, to achieve the goals assigned them.
Templar Assassins are usually assigned solo missions to heist an item or object from secure locations, and sometimes to eliminate targets before they become a significant threat.
Knights of the Hidden Ones well practiced in the psionic arts and are able to go toe to toe with anyone that might put up some resistance, including multiple opponents at once.
Knight of the Hidden Ones Medium human, lawful neutral
- Armor Class 18 (Plate)
- Hit Points 84-130(13d8 + 26)
- Speed 30ft.
STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
- Saving Throws Wis +5, Cha +6
- Skills Athletics +7, Deception +6, Perception +5
- Senses passive Perception 15
- Languages any three languages
- Challenge 5 (1,800 XP)
Mind Temple. The knight has advantage on wisdom saving throws against spells.
Psionic Smite. As a bonus action, whenever the knight hits a creature with a melee weapon attack, it can expend a spell slot to magically deal an extra 7 (1d8 + 3) psychic damage to that creature and all creatures in a 15ft. cone behind it. If the knight expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st.
Spellcasting. The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, shield, snare
2nd level (3 slots): branding smite, find steed, locate object, shadow blade, Tasha's mind whip
Actions
Multiattack. The knight makes three attacks with its shortswords.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) psychic damage.
Lanaya Medium human, lawful neutral
- Armor Class 18
- Hit Points 104-160(16d8 + 32)
- Speed 40ft.
STR DEX CON INT WIS CHA 13 (+1) 19 (+4) 14 (+2) 14 (+2) 18 (+4) 13 (+1)
- Saving Throws Dex, +7, Wis +7
- Skills Acrobatics +7, Perception +7, Stealth +7
- Condition Immunities charmed, disease, poison
- Senses passive Perception 18
- Languages Common and any two others
- Challenge 8 (3,900 XP)
Evasion. If Lanaya is subjected to an effect that allows her to make Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Psi Blades. Lanaya's unarmed strikes are magical and count as psychic damage.
Mind Temple. Lanaya has advantage on wisdom saving throws against spells.
Unarmored Defense. While Lanaya is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. Lanaya makes four unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) psychic damage. On a hit, this damage is also dealt to all creatures in a 15ft. cone behind the target.
Meld. For as long as she doesn't move, she becomes invisible. If she breaks this invisibility by making an attack, that attack deals an additional 4d6 bludgeoning damage on a hit and the target is stunned unless they succeed on a DC 15 Constitution saving throw.
Reactions
Refraction (3/day). If Lanaya would be hit with a weapon attack, she can create a psionic barrier to prevent that damage.
Lanaya is the most elite of the Templar Assassins. Through her unwavering allegiance to her hidden masters, she has been granted many powerful abilities. In exchange for her relentless and unquestioning loyalty, much has been revealed to her about the mysteries of the universe, though there is always more to learn.
Magic Items
Blight Stone
Wondrous item, uncommon
Whenever you hit a creature with a weapon attack, you can force them to make a DC 13 Consitution saving throw. On a failed save, that creature's AC is reduced by 1 for the next hour. Recharges at dawn.
An unnerving stone unearthed beneath the Fields of Endless Carnage.
Blink Dagger
Weapon (dagger), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This dagger has 5 charges. When you throw this dagger, you may use a bonus action and expend a charge to teleport yourself to the dagger's location and grab hold of it so long as it is within 100 ft. of you.
The dagger regains 1d4 + 1 expended charges daily at dawn. If the dagger is reduced to 0 charges, roll a d20. On a 1, the dagger loses its magical properties.
The fabled dagger used by the fastest assassin ever to walk the lands.
Desolator
Weapon (scythe), very rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Whenever you hit a creature with this weapon, that creature becomes marked. That's creature AC is reduced by 1 for the next day. Recharges at dawn.
A wicked weapon, used in torturing political criminals.
Inai, the Void Spirit Medium elemental, lawful neutral
- Armor Class 21 (natural armor)
- Hit Points 150-220(20d8 + 60)
- Speed 50ft.
STR DEX CON INT WIS CHA 16 (+3) 24 (+7) 16 (+3) 20 (+5) 25 (+7) 21 (+5)
- Saving Throws Dex +12, Int +10, Wis +12
- Skills Arcana +10, Perception +12 Stealth +15
- Condition Immunities charmed, disease, exhaustion, frightened, poison
- Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses Truesight 60ft., passive Perception 22
- Languages All
- Challenge 15 (15,000 XP)
Astral Weapons. Inai's weapon attacks are magical. When Inai hits with any weapon, the weapon deals an extra 2d8 psychic damage (included in the attack).
Evasion. If Inai is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Magic Resistance. Inai has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Inai makes three double-bladed sword attacks.
Double-Bladed Sword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 9 (2d8) psychic damage.
Astral Step (Recharge 5-6). Inai chooses a spot he can see within 30ft. of him. He tears a rift through the astral plane to appear at the chosen spot, making double-bladed sword attacks against all enemies along the path.
Reactions
Resonant Pulse (Recharge 5-6). Whenever Inai takes damage, he can wrap himself in a protective shield, that dissipates at the end of his next turn. He gains 15 temporary hit points, which take as much of the triggering damage as possible.
Inai, the Void Spirit, as known as The Hidden Ones is master of the Hidden Temple. His goals are truely enigmatic and unknown, though he does reveal some of the mysteries to the most devout of his followers.
Credits
Created by u/KelsierHathsin, with help from Biomancer
All images are from Dota 2, ©Valve
Way of the Hidden Ones (SCRAPPED)
Designer's Note
If you prefer to find a way to make Templar Assassin/Lanaya work for monks instead, you're free to use this. I haven't refined it past the initial design, but you're welcome to look.
Starting when you choose this tradition at 3rd level, your unarmed strikes cut through reality. Whenever you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra psychic damage equal to one roll of your Martial Arts die. You can use your ki to create traps. You can spend 1 minute and expend 1 ki point to cast snare without providing material components. At 6th level, you learn to shield yourself from harm. Whenever you are hit with a weapon attack from a creature that you can see, you can spend 3 ki points to prevent taking damage from that hit. Beginning at 11th level, you can use your ki to hide yourself from prying eyes. As an action, you can spend 3 ki points to cast invisibility on yourself. If you succeed on an unarmed strike to break the invisibility, you make attempt a stunning strike on the traget, without spending an addition ki point. At 11th level, your psi blades sharpen even more. Whenever you use your psi blades ability, you deal extra psychic damage to all creatures in a 15ft. cone. The Hidden Ones have smiled upon your devotion and will show you their Hidden Temple. As an action, you can spend 5 ki points to cast plane shift. Planeshifting to the Hidden Ones' Temple or the material plane requires no components when cast this way.Psi Blades
Psionic Trap
Refraction
Meld
Improved Psi Blades
Psionic Mastery