
Play This NEW D&D 5E Subclass Just in Time for Your Holiday Games!
The holidays are in full swing! Whether you celebrate Christmas or Hanukkah or Yule or something else, this is a time when people can come together, gather around the hearth and use funny shaped dice and toys (minis) while pretending to sleigh monsters (buckle up, because the holiday puns are here).
As is our tradition here, we’ve got a brand new subclass themed for the holidays that you can plug and play into your own Dungeons and Dragons Fifth Edition games as our gift to you. Unlike other holiday subclasses that have really embraced the magic of this special time of year, we went a different direction with this.
Rather than talk at length about this particular paladin subclass or make any number of puns about its namesake and the night, we’ll let the Oat of Silence Paladin speak for itself.
Oath of Silence
Paladin Subclass for 5E D&D
Those who swear an oath of silence master the secrets of the arcane in order to combat magic. Sometimes, they only fight the misuse of magic, while other times such paladins abhor all spellcasting. Regardless, the oath of silence enables its legions to silence spellcasters that must be put in their place.
Oath of Silence Spells
Paladin Level |
Spells |
3rd |
detect magic, identify |
5th |
arcanist’s magic aura, hold person |
9th |
counterspell, dispel magic |
13th |
banishment, resilient sphere |
17th |
hold monster, telepathic bond |
Channel Divinity
When you choose this oath at 3rd level, you gain the following two Channel Divinity options:
Gag Order. As an action, you censure one creature you can see within 120 feet of you. The creature must make a Wisdom saving throw. On a failure, the creature is unable to make any sound for 1 minute.
Nullify. As a action, you inscribe a sigil on the forehead of one creature within reach under a magical effect that required a saving throw to avoid. The sigil lasts for one minute, or until dispelled. As long as the sigil remains, the creature can make a saving throw at the beginning of each of its turns to end one magical effect. When the creature succeeds, the sigil is dispelled.
Alternatively, you can inscribe the sigil on a hostile creature within reach. When you do, the creature must make a Dexterity saving throw. On a failure, the creature loses one magical effect of your choice that was affecting it. If the creature succeeds on its saving throw, the sigil is dispelled. If it fails, the sigil is dispelled after its magical effect ends.
Aura of Silence
Beginning at 7th level, you and all friendly creatures within 10 feet of you can communicate telepathically and have advantage on saving throws against being charmed or possessed.
At 18th level, the range of this aura increases to 30 feet.
Speak No Evil
Starting at 15th level, you gain silence and zone of truth as oath spells.
Additionally, you can use a bonus action on your turn to move the area of silence or zone of truth to another point within 120 feet of you.
Spectre
Beginning at 20th level, you invoke a magical aura that lasts for 1 minute. As an action you transform into a humanoid silhouette, with blurred features, gaining the following benefits:
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When you take the Attack action on your turn, you can use a bonus action to cast a spell that has a casting time of one action.
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You have advantage on saving throws against spells.
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You cannot make any sound.
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You ignore all verbal components of spells and abilities.
Once you use this feature, you can’t use it again until you finish a long rest.
What do you think?
Do you like this new paladin subclass for 5th Edition Dungeons and Dragons? Will you be using this at your gaming table? We’d love to hear your thoughts in the comments! You can also share what you think of our new subclass on Twitter or Facebook! Until next time, have a happy holiday season!
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