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, Gazers, or Blue 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 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. 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. Growth. You must work to prepare yourself and the world for secrets to be told; nothing can stay secret forever, and nobody should have to live in silence. Knowledge. Even to the secret keeper, the pursuit of truth is sacred; you should seek to teach and learn to improve the world.

Oath Spells You gain oath spells at the paladin levels listed. Paladin Level Spells 3rd Fog Cloud, Identify, Sanctuary 5th Arcane Lock, Invisibility, Silence 9th Blink, Leomund's Tiny Hut, Sending 13th Greater Invisibility, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum 17th Modify Memory, Passwall, Seeming

Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Divine Reservoir . As an action, you can draw upon a hidden reserve of energy within yourself. You regain spell slots of a combined level equal to 1/4th of your paladin level (at a minimum of 1). 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 succeed, you can choose to seem to have failed the saving throw to that creature.

Bonus Cantrip At third level, you learn one cantrip from the cleric spell list. This spell is considered a paladin spell for you. At 13th level, you learn a second cantrip from the same list.

Smiting Spells At 7th level, your oath imbues you with additional magical strength. When you cast a spell that deals damage or use the Divine Smite class feature, you add your charisma modifier to the damage roll in addition to any other damage.

Aura of Silence When you reach 15th level, the silence you embody becomes magically oppressive. For you and creatures within 10 feet of you, armor does not impose disadvantage on dexterity (Stealth) checks, thunder damage is halved, and attempting to cast spells with verbal components requires a wisdom saving throw against your spell save DC. On a failed saving throw the spell fails but the spell slot is not consumed. You can suppress or resume this effect as a bonus action. At 18th level, the range of this aura increases to 30 feet.