Oath of Silence

Paladins who take the Oath of Silence are committed to keeping the secrets of their divine order. These paladins, sometimes called Whisperers, Silencers, or Grey Knights, maintain shrines in places where a slip of the tongue could lead to desecration, hide the oppressed from the eye of the tyrant, or keep secrets of their own. In some rare cases, they may also act as a secret police.

In other rare situations this oath can be taken unwillingly or unwittingly, by those dedicated to hiding a part of themselves so completely it can awaken the secret power of Silence within themselves, or by those forced to take it by malicious forces. In such cases, these paladins may face nonstandard punishments for breaching the tenets of their oath, or may one day change to a different oath when they have outgrown their need for secrecy.

Tenets of Silence The tenets of silence are as often unspoken rules and guidelines as they are strict, explicit orders. Nevertheless, the below tenets are ubiquitous among them. Secrecy. Preserving the sanctity of the secrets you guard is paramount. You cannot suffer the unworthy to know. Survival. You're no good to the world dead. It is better to live and continue to do good than to die on principle. Defense. You must protect the downtrodden and keep their secrets for them. Solemnity. Engaging in behavior that could lead to the accidental telling of your charged secret, such as excessive drinking, is to be avoided

Oath Spells You gain oath spells at the paladin levels listed. Oath of Silence Spells Paladin Level Spells 3rd Disguise Self, Sanctuary 5th Invisibility, Silence 9th Pass Without Trace, Nondetection 13th Greater Invisibility, Mordenkainen's Faithful Hound 17th Modify Memory, Seeming

Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Invoke Subterfuge . As a bonus action, you and objects you are wearing or holding become partially invisible, and sounds you produce are muffled; both effects last for ten minutes or until you end them with another bonus action. Perception checks to detect you relying on sight or sound have disadvantage, and in dim light or darkness you are considered invisible. During this time, when you hit a creature you have advantage on attacking, you deal an additional 1d8 radiant damage. Evade Inquisition . As a reaction to being subject to an effect that requires a charisma, intelligence, or wisdom saving throw to avoid being charmed, forced to speak truthfully, or otherwise subject to magical scrutiny, you can call upon the strength of your oath to defend against it, gaining advantage on the saving throw. If you pass, you can choose to seem to have failed the saving throw to that creature.

Aura of Silence When you reach 7th level, the silence you embody becomes magically oppressive. While you are conscious, you and friendly creatures within 10 feet of you have advantage on dexterity (stealth) checks that rely on sound, resistance to thunder damage, and can speak at normal volume without being heard by creatures outside of that range. At 18th level, the range of this aura increases to 30 feet, though you can restrict it to 10 at will.