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Paladin: Oath of Silence

A paladin that takes this oath knows that there are secrets the world was never supposed to know or that must be protected at all costs. The Oath of Silence is not about the silencing of the self, but the silencing of others. These paladins spend their lives learning long-lost or dangerous secrets and guarding them at all costs. Whether it be the name of an Archdemon or the location of an artifact too powerful for a mortal's hands, the Oath of Silence demands its adherents find them and keep them from being found by others. One of the most famous groups that held the Oath of Silence was the Knights of Gnosis, who were systematically hunted down by Southlander governments. Few of them survive in places like Huvaria or Chevel, and even fewer hide among the Southlander populations.  

Tenets

Though the exact words and strictures of the Oath of Silence vary, paladins of this oath share these tenets:
  • Snuff Out the Truth: Those who know a secret they shouldn't must be stopped from spreading it by any means necessary.
  • Hide All Trace: Hide all evidence that you have erased the truth in the first place.
  • Learn at All Costs: Do whatever you must to learn every secret you can, so that you may guard the world against it.
  • Learn and Protect the Arcane: The spark of magic and the power of the Divine is a gift. You must punish those who use it incorrectly.
Paladin Level Spells
3rd Hunter's Mark, Identify
5th Invisibility, Silence
9th Augury, Speak with Dead
13th Divination, Greater Invisibility
17th Legend Lore, Modify Memory

Channel Divinity - 3rd

When you take the oath at 3rd level, you gain the following two options for your Channel Divinity:
  • Silence: As a bonus action, you can force a creature within 60ft of you to make a Charisma saving throw. On a failed save, they cannot intentionally make any sound for 1 minute. Speech, striking objects, etc. are completely silent. They can repeat the saving throw at the end of every turn and upon success, they return to normal.
  • Gray Man: As a bonus action, you can make anyone that looks at you be forced to make a Wisdom saving throw. On a failed save, the creature's eyes slide right past you and are unable to see you, and are unaware of your location. On a successful save, they are able to see you for that round and have advantage on every save against this effect afterward. This effect lasts for 1 minute.

Muffled Step - 7th

All of your steps are muffled. You and friendly creatures within 5ft have advantage on Stealth checks that rely on sound. Perception checks made to hear this group of creatures also have disadvantage. Additionally, creatures within this radius receive resistance to Thunder damage. You may turn this aura on and off as an action.
The radius of this aura increases to 15ft at 18th level.

Learner of Secrets - 15th

When a creature is paralyzed, frightened, incapacitated, restrained, stunned, or reduced to 0 hit points and is 10 or fewer ft from you, you may use a reaction to do one of the following:
  • Search for a secret they were keeping. If they do not know the secret you look for, you learn nothing.
  • Relive the memory of meeting one person or an object of your choice within the past week.
  • Instantly relive its life within the past 48 hours.
When you do, you can choose to expend one spell slot to force that creature to make a Wisdom saving throw against your spell save DC. On a failure, you erase the memory you learned. On a success, they are immune to this effect for the next 24 hours and do not lose their memory. hours. A target always rationalizes why they forgot the memory for a time, such as claiming they were under massive stress, or that they're growing old.

Unseen Silencer - 20th

At level 20, you become almost completely imperceivable. As an action, you may enter into a silent and invisible state. You gain the following benefits for up to 1 hour.
  • You are completely invisible, and only creatures with Truesight can attempt to perceive you.
  • You cannot speak or make any sound.
  • Any hit you make against a creature that cannot see you is automatically a critical hit.
  • When you hit a creature with a weapon attack, your invisible status ends.
After you leave this state, you cannot do so again until you finish a long rest.

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