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, Ray of Sickness
05 Pass without Trace, See Invisibility
09 Animate Dead, Bestow Curse
13 Evard’s black tentacles, Sickening Radiance
17 Contagion, Danse Macabre
Flicker As a reaction, the paladin is shrouded in darkness, flashing through the conduits and pathways of the Plane of Shadow, manifesting in multiple locations in the real world. Every round as a reaction, they may instantly transfer themselves from their current location to any other spot within 10 ft. The paladin always arrives at exactly the spot desired. If flicker is used in response to an attack or targeted spell, the attack has disadvantage or the Paladin gains advantage on the save.
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.
Touch of the Void Starting at 7th level, the paladin, as well as any aberrations 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).
Vessel of Emptiness Starting at 15th level, when the paladin is reduced to 0 hit points and is not killed outright, they can choose to drop to 1 hit point instead. Once the paladin uses this ability, it can’t be used again until they finish a long rest. Additionally, the paladin suffers none of the drawbacks of old age, and can’t be aged magically.
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.