Thieves & Kings
Oath of Obtenebration
These are the Oaths Kahli swore and vows to uphold.
Honour. Always keep your word of Honour, Never Betray your Friends and do not kill for Pleasure.
Detachment. Hold Back, be Aloof and Impartial. Torture, though distasteful, is a valid means of intelligence.
Duty. Respect honour and self-discipline, Lie and Cheat those not Worthy of Respect, Spare the Innocent.
03 Inflict Wounds, Hellish Rebuke
05 Crown of Madness, Darkness
09 Animate Dead, Bestow Curse
13 Blight, Congusion
17 Contagion, Dominate Person
Dreadful Aspect As an action, Kahli channels her darkest emotions and focuses them into a burst of magical menace. Each creature of her choice within 30ft, that can see her, must make a wisdom save or be frightened of Kahli for 1min. Creatures that end their turn more than 30ft away may attempt another wisdom save to end it.
Control Undead. As an action, the Paladin targets one undead creature he or she can see within 30 ft. The target must make a wisdom save. On a failed save, the target must obey the Paladin’s commands for 24 hours or until he or she uses this Channel Divinity again. Undead whose challenge rating is equal to or greater than the Paladin’s level is immune to this effect.
Aura of Hate Starting at 7th level, the paladin, as well as any fiends and undead within 10 ft of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s charisma modifier (Minimum of +1).
Supernatural Resistance Starting at 15th level, Kahli gains resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
The Darkest Heart At 20th level, the paladin can, as an action, surround him or herself with an aura of gloom that lasts for 1 min. The aura reduces any bright light in a 30ft radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the Aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the Paladin’s Charisma modifier. After activating this aura, the paladin can’t do so again until he or she finishes a long rest.
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