Sacred Oath

Oath of Dark Divinity

Paladins of Dark Divinity have no fear of the dark, nor do they shy away from the light. They are not constrained by normal bindings of morality. Typically worshippers of Astria, the goddess of the moon and stars, these paladins believe that light and dark are necessary in the world and do what it takes to restore the proper balance between them. Good, evil and neutrality are merely tools to maintain that balance.

Tenets of Dark Divinity

You are a guardian of good and an enabler of evil. You have made your home amongst celestials and fiends alike. You have seen the dominion of religious fervor on both sides and for this reason, your tenets express the importance of not letting extremism of any kind become dominant within the world. It is your duty to bring balance, not peace, to a world where all things at their core are striving for the same corrupting power of perceived self-superiority.

Dawn Be the light that pierces the dark when it becomes consuming, torturous, and ruthless. Be the fire that burns away the impurities of moral extremes.

Dusk Be the dark that swallows the light when it becomes unrelenting, oppressive, and dominating. Be the shadow that looms over those who would use the light for total conquest and personal gain.

Oath Spells

Oath of Dark Divinity Spells

Paladin Level Spell 3rd Guiding Bolt, Hex 5th Moonbeam, Darkness 9th Beacon of Hope, Vampiric Touch 13th Guardian of Faith, Shadow of Moil 17th Hallow, Negative Energy Flood

Channel Divinity

When you take this oath at 3rd level, your Divine Smite can now be radiant or necrotic damage and you gain the following two Channel Divinity options.

Dueling Dualisms You can use your Channel Divinity to inflict a moral dilemma deep inside the mind of a creature for a short time. As an action, you cause existential morality questions to permeate the thoughts of a creature you can see within 30 feet of you. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you until the effect ends after an hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

If the creature has an Intelligence score of 3 or less, this ability has no affect.

Penumbral Pact As an action, you can target a creature you can see within 30 feet of you. The creature must make a Charisma saving throw or be outlined by an ethereal glow from the dim light of your own soul. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can't benefit from being invisible.

A creature affected in this way takes additional necrotic or radiant damage (your choice) equal to your Charisma modifier from each successful melee or ranged weapon attack.

The penumbral pact only ends when the paladin or the target fall unconscious, die, or a new pact is made.

Ecliptic Aura

Starting at 7th level, the area within 10 feet of you darkens slightly, with an illusory ring of fire that coalesces at its edges.

From dusk to dawn, you are resistant to necrotic damage. From dawn to dusk, you are resistant to radiant damage.

In addition, as a reaction you may choose a creature you can see within your aura that has received healing. That creature does not gain hit points. Instead, they receive necrotic or radiant damage (your choice) equal to the amount of hit points they would have healed.

At 18th level, the range of this aura increases to 30 feet. In addition to the damage, you may choose to redirect healing equal to the damage dealt to another creature also within range of your aura as part of your reaction. Hit points gained in this way are temporary hit points.