Oath of Silence

Formed by a bygone pact between man and divinity during a tumultuous time between the arcane and the physical, the Paladins of Silence work tirelessly to keep magic users from using their powers without regulation. Their obsession with the truth stems from the way their quarry would attempt to lie their way to safety… what a mistake that was.

Tenets of Silence

The tenets of the Oath of Silence are held by the paladins who follow it with intense importance, superseding all other loyalties

Tenets

Silence is a True Friend. Who never betrays. Idle talk is poison for the mind and soul. Let Him See His Judgement. Let his heart become soothed. Show violators their judgement early; if reason prevails, they may be swayed before you must enforce it. When They Speak the Truth. They will not be trusted. Never fully accept even the truth offered by a repeat liar. Acquire Knowledge. And learn tranquility and dignity. Those who studied their magic understand their limits, but those who were simply born with or given gifts of magic must be educated or silenced.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Silence Spells
Paladin LevelSpells
3rdcomprehend languages, illusory script
5thcalm emotions, silence
9thcounterspell, dispel magic
13thconfusion, locate creature
17thcommune, modify memory

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Exponentia Frangeretur. You can use your Channel Divinity to shield against magic. As a bonus action, you choose up to one creature you can see within 30 feet of you. For 1 minute, you and the chosen creature have advantage on saving throws against spells and other magical effects.

Tace. As an action, you present your holy symbol and force a creature into silence, using your Channel Divinity. Choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, the creature is deafened for 1 minute. While deafened in this way, the creature cannot provide verbal components for spells.

At the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. If the target takes damage, it makes this saving throw with advantage. On a success, the effect ends on the target.

Aura of Silence

Starting at 7th level, you emanate an aura that dampens sound and disrupts magic. You and friendly creatures within 10 feet of you have resistance to thunder damage. Additionally, you and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or against spells and magical effects that rely on sound (such as the command spell or a harpy’s song).

At 18th level, the range of this aura increases to 30 feet.

Silence is Golden

Starting at 15th level, you heavily punish those who refuse to yield. Once on each of your turns, when you hit a creature with a melee weapon attack, you can deal an extra 2d8 psychic damage to the target. If the target is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its concentration.

Silentium Regis

At 20th level, you can master the essence of silence itself. As an action, you can project a 30-foot-radius sphere of antimagic around you, which moves with you, centered on you. The sphere functions identically to the antimagic field spell, except that you can choose any number of creatures you can see to be unaffected by the sphere. This effect lasts for 1 minute, or until you dismiss it as a bonus action.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Oath of Silence Paladin|210

Paladin of Silence by Tsabo6 on Deviantart