Oath of the Hidden One - Paladin Subclass

by TheAgilityMaster750

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Oath of the Hidden One

Paladins who follow the Oath of the Hidden One give themselves to a creed of spies and assassins, each bound to fight monsters in the dark who shun the light. Paladins of secrecy (sometimes called silent inquisitors, sleeper knights, church insurgents, or sometimes even “Terrorists”) are trained in the arts of stealth and espionage, with the goal of combating threats that are either too powerful or too insidious to fight openly.

Where shapeshifting fiends corrupt the nobility of an empire, where murdering cultists lurk amongst the common folk, where the law and the lawless conspire to evil ends, or where the noble forces of good need a hidden agent to do their dirty work, these warriors can be found lurking in the shadows plotting the destruction of evil.

Those who swear this Oath know that if their secrets came to light, their allies and everyone they seek to protect would be in danger. Consequently, these paladins will work hard to hide their powers, and deflect recognition for their noble deeds. Some go so far as to follow around a colorful group of adventurers, the better to draw attention from themselves.

Tenets of the Hidden One

Though every order of paladins word their tenets differently, the Oath of the Hidden One universally demands a life of subtlety, paranoia, and heartless pragmatism. Paladins who swear this Oath are forever consigned to fight their holy wars from the shadows, and will quickly resort to underhanded tactics in their pursuit of evil. Consequently, paladins of this kind are very rarely lawful, and many are morally neutral.

  • Hold Your Tongue. Knowledge is power, and you must never give your enemies power over you. Only your most trusted allies may be told of your oath, or the duty it bestows on you.
  • Be Ever Watchful. Root out the secrets of your enemies. You must always be watchful for hidden threats to the innocent and always have a plan for when things inevitably go awry.
  • Wage a Faceless War. Anonymity is your strongest shield and sharpest sword. When you must act, do so from the shadows, and avoid notoriety like the plague. If your adversaries discover your identity, they must be disposed of.
  • Everything is Permitted. Except the destruction of innocents. Though you may lie, cheat, steal and murder, it is your duty to make sure your actions don’t bring suffering down on innocent people.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Hidden One Spells
Paladin Level Spell
3rd Disguise Self, Fog Cloud
5th Invisibility, Misty Step
9th Hypnotic Pattern, Water Breathing
13th Arcane Eye, Dimension Door
17th Mislead, Modify Memory

Bonus Proficiencies

At 3rd level, you gain proficiency in the Deception and Stealth skills, if you do not already have them. If you do have one or both of those skill proficiencies you may substitute it for one of the following tool proficiencies: Thieves' Tools, Forgery Kit, Disguise Kit, or Poisoner's Kit.

Channel Divinity

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

  • Seeing Shadows. You may use your Channel Divinity to mislead your opponents. As a bonus action, you may present your holy symbol and teleport up to 30 feet away and become invisible for one minute or until you take any actions.

  • Silver Tongue. Your Channel Divinity allows you to speak eloquently and with excellent articulation. As an action, you may present your holy symbol, receiving advantage on all Charisma (Deception) and Charisma (Persuasion) checks for one minute, against all non-hostile creatures that can understand you.

Aura of Silence

At 7th level you are shrouded by a subtle aura of darkened shadows and muffled sound, which extends 10 feet from you and generates the following effects within its area:

  • When an ally in your aura takes the Hide action, they gain advantage on the check. A creature can benefit from this once per turn and must be within an area of dim light or darkness.
  • Wearing armor does not impose disadvantage on Stealth checks made by you or your allies.
  • If a loud noise or bright light (such as the glow of a smite attack or boom of a Thunderwave spell) originates inside of your aura, You may choose to dull it so that it is barely perceptible outside your aura. This does not prevent the performance of verbal spell components, or damage from light and sound based supernatural effects.

At 18th level, the range of this aura increases to 30 feet.

Prowler

Beginning at 15th level, your movement speed increases by 5 feet and you gain 60 feet of Darkvision. If you already have Darkvision, you instead increase it by an additional 30 feet.

Additionally, whenever you hit a creature during your turn, if you were invisible or hidden from that creature at the start of your turn, you can deal an additional amount of damage equal to 1d8 + half your paladin level. You can deal this extra damage only once per turn.

Divine Spy

At 20th level, your devotion to keeping secrets and being inconspicuous has granted you the following benefits:

  • You gain a climb speed equal to your walk speed, ignore difficult terrain, and you no longer take damage from falling - always landing on your feet if you wish.

  • You or your allies within the area of your Aura of Silence gain advantage on Stealth checks. Once per turn, when you hit a creature that you were hidden from at the start of your turn, you deal additional damage equal to your Charisma modifier + half your Paladin level (rounded down).

Whenever you are unconscious or reduced to 0 hit points, the above effects are suppressed until you are conscious again.

 

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