Oath of Darkness
The Oath of Darkness is one sworn in secrecy and with little flair. Paladins who take this oath are those who fight their enemies from within, capable of masking their true intentions to anyone and everyone. Some use this oath to appear as any common folk and defeat their enemies when they least expect it, while others mask themselves as their enemies in order to gain and destroy their trust.
Tenants of Darkness
The tenants of the Oath of Darkness has its paladin promote subversion and keeping their enemies in the dark.
- Blind their Eyes. Ensure your enemies are unaware of your true intentions. For this to work, your allies may need to be deceived as well.
- Keep your Eyes Clear. Do not allow yourself to be deceived. You are the creator of deception, not its victim.
- Shroud your Past. Your past is now whatever fits your goals. Whatever it really was, it is no more. Do not let it chain you.
Darkness Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Charm Person, Disguise Self |
| 5th | Alter Self, Nystul's Magic Aura |
| 9th | Fast Friends, Nondetection |
| 13th | Confusion, Compulsion |
| 17th | Mislead, Seeming |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Disguise Presence. You can use your Channel Divinity to disguise a creature's aura as another. As an action, choose a willing creature you can see within 60 feet of you. For the next hour, their creature type is treated as another of your choice. For the duration, the target can change their appearance to appear as their new creature type as a bonus action, and can return to their normal appearance as a bonus action. This new form remains humanoid in appearance and does not change any of their mechanics.
- Standard Deceptions. As a bonus action, you can use your Channel Divinity to empower your deceptions. For the next 10 minutes, whenever you make a Dexterity (Stealth), Charisma (Persuasion), or Charisma (Deception) check, you treat a 9 or lower on the d20 roll as a 10.
Aura of Surprise
At 7th level, you emanate an aura that empowers unexpected strikes. While you aren't incapacitated, you and friendly creatures within 10 feet of you have advantage on rolling initiative, and add your Charisma modifier to any damage rolls they make against creatures who have not yet had a turn in combat.
At 18th level, the range of this aura increases to 30 feet.
Hidden Truth
Starting at 15th level, you appear as what creatures want to see. You are always under the effect of *Nystul's Magic Aura*, and can change the spell's effect on you as a bonus action. You always know when a creature would try to detect you.
You can change this effect a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.
Channel Divinity: Sharing the Burden
At 6th level, you can aid your friends in time of danger by dimming their pain. When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a willing creature you can see to split the pain. Both creatures take half the damage dealt. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
Avatar of Deception
At 20th level, you have become a master at your true self. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
- You are invisible.
- When you deal damage to a creature, you can force your target to make a Wisdom saving throw. On a failed save, they believe another creature of your choice within 30 feet of them was their attacker.
- As a bonus action, you can teleport to an unoccupied space you can see within 30 feet of you.
Once you use this feature, you can't use it again until you finish a long rest.

