Paladins who takes up the Oath of Silence are those that serve a grim purpose. Gloom knights or mourning lords, as they are called, are effectively assassins and agents of change. Should an order of find a cause to battle for or an enemy, a bystander may not know that their fight raged on. These knights shroud themselves in secrecy in practice and shroud themselves in magical darkness and silence in combat. Many times over the world has been changed by the mourning lords, with barely a witness; those that have seen them, often convinced it was merely an apparition.
Tenets of Silence
The tenets of silence though inscribed for generations, have never been uttered aloud.
Serenity. Silence is easily broken. Darkness is quick to swallow the rash and impetuous.
Determination. An unwavering hand is only guided by a steel will. A moment’s hesitance can change history.
Discretion. The unseen and unheard gain no benefit from undue attention. Draw as little attention to yourself as possible.
Tenacity. Shadows can be driven back, silence can be disturbed, however, night must come and silence will prevail, all will fall into oblivion. You shall be no different.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | Arms of Hadar, Silent image |
5th | Pass Without Trace, Silence |
9th | Blink, Gaseous Form |
13th | Dimension Door, Freedom of Movement |
17th | Mislead, Modify Memory |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shadow’s Embrace: As an action you can use your Channel Divinity to cast darkness. You can see through the darkness created by the spell, and the any creatures other than you in spell’s area of effect treats it as difficult terrain.
Oblivion’s Shroud: As an action, you can use your Channel Divinity to become nigh imperceptible. You become invisible for 10 minutes until you make an attack or cast a spell. While you are invisible this way, you have advantage on Dexterity (Stealth) checks made to move silently.
Umbral Aura
Starting at 7th level, you and creatures around you are coated in the blessing of shadow. You and friendly creatures within 10 feet of you add your Charisma bonus to Dexterity (Stealth) checks and gain darkvision out to a range of 60 feet.
At 18th level, the range of this aura increases to 30 feet.
Phantom’s Blade
Beginning at 15th level, you can conjure blades made out of shadow and hurl them at your foes. Whenever you take the Attack action, you can replace one or more of your attacks with a special spell attack that has a range of 90 feet and deals 1d6 psychic damage. These attacks can benefit from your Divine Smite class feature.
If you attack at least two different creatures with this attack, you can make one additional attack against a third creature.
Lord of Oblivion
At 20th level, you can merge yourself with the powers of shadow and silence. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:
When you expend a spell slot to damage a creature with your Divine Smite, that creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded, deafened, and can’t make any sound until the end of your next turn. On a successful save it has disadvantage on ability checks made to see and hear until the end of your next turn.
You can cast misty step at will, without expending a spell slot.
While you are in an area of dim light or darkness, you have resistance to all damage except radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.