Sacred Oath - Oath of the Nightcloak

A Nightcloak, also sometimes called a Nightbringer, is an agent of the Sharran temple that works to bring about Shar's vision. Ruthlessly determined, they hide among the populace weaving a web of intrigue, lies, and magic in order to subtly undermine the good and the holy, turning people to darkness and Shar's purposes. Cruel, intelligent, and lacking in honour, a Nightcloak has no qualms about fleeing from a battle they cannot win, only yto return when the situation is more beneficial.

Nightcloaks are most at home in evil adventuring groups, but as they are frequently forces for good, a Nightcloak may ingratiate themselves in a group of do-gooders in order to turn them towards evil.

Tenets of the Nightcloak

Shar is a cruel mistress and a harsh taskmaster, but those of the Nightcloak have a will of iron.

Hold Secrets Close: A Nightcloak should reveal secrets only to those of the faithful, or to Shar herself, and should endeavour to collect secrets from others.

Corrupt the Light: Shar teaches that one should only consort with those of good and righteousness in order to corrupt them and bring them into the Shadow, or to move among them unseen.

Love is a Lie: Only hate endures. Do not be deceived by the love of others, for betrayal will only result. Hold fast to the hate in your heart. It will keep you strong.

Oath Spells

You gain Oath Spells at the Paladin levels listed. In addition to always having these spells prepared, you may cast each of them once per long rest without expending a spell slot once you have reached the appropriate level.

Level Spells
3rd Arms of Hadar, Disguise Self
5th Darkness, Pass Without Trace
9th Nondetection, Blink
13th Greater Invisibility, Shadow of Moil
17th Dream, Modify Memory

Cloaked in Shadow

From 3rd level while you are in dim light or darkness you can take the Hide action as a bonus action on your turn. In addition, you can change the damage type of your Divine Smite, Improved Divine Smite, and any Smite Spells you cast from their normal damage types to Necrotic.

Channel Divinity

When you take this oath at 3rd Level, you gain the following Channel Divinity options:

Voice of the Ineffable: As an action you can cast Charm Person. As you gain levels, you gain additional options for this feature. At 8th level you can use it to cast Charm Monster, at 12th level Dominate Person, and at 17th level Dominate Monster.

True Lies: When you make a Deception ability check, you can expend your Channel Divinity to gain a +10 bonus to the roll.

Aura of Shar's Eyes

At 7th level you project an aura of Shar's magic. Friendly creatures in the area gain Darkvision out to 60ft, or extend their existing darkvision ranges by 30ft. They can additionally see through magical darkness out with a 10ft range.

At 18th level the aura's range increases to 30'.

Knight of Night

From 15th level you gain the following features:-

  • Resistance to necrotic and radiant damage while in dim light, or immunity to them in darkness.
  • While in dim light or darkness by expending your movement on your turn you can teleport through dim light or darkness to a point you can see that is also within dim light or darkness, so long as it is within a range equal to your movement.
  • If you hit a creature while in dim light or darkness with a weapon attack, you gain temporary hit points equal to your charisma modifier.

If you are mounted on a steed from the Find Steed or Find Greater Steed spells, they also gain these benefits.

Shar's Domain

From 20th level you can unleash a wave of shadows around you as an action on your turn. This has the following two effects.

  • The area within a 60ft radius of you has its lightning changed to either dim light or darkness (your choice). This travels with you when you move.
  • Four Shadows appear adjacent to you. They share your initiative, but act after you. You can command them verbally as a bonus action. They have advantage on attack rolls and all saving throws while in your Shar's Domain. Creatures killed by these Shadow's Strength Drain do not rise again as shadows.

Shar's Domain and its summoned Shadows last for 1 minute, at which point they vanish. Shar's Domain can be used once, refreshing on a long rest.