Oath of the Night

The Oath of the Night is a sacred oath taken by some paladins who purge the night of its terrors in Gryzzlira. This subclass was created by Tony.
== Powers and abilities ==
=== Oath Spells ===
* 3rd level: Hellish Rebuke, Sanctuary
* 5th level: Continual Flame, Moonbeam
* 9th level: Hunger of Hadar, Leomund's Tiny Hut
* 13th level: Charm Monster, Sickening Radiance
* 17th level: Hallow, Hold Monster
=== Channel Divinity: Gloomy Presence ===
As an action, you channel your entwinement with the gloom and create a field of magical darkness. The darkness remains centered on your original point of casting, making said area heavily obscured. You alone treat the area as lightly obscured. This darkness lasts for 10 minutes, unless dispelled by magic or if you choose to end this effect (no action required).
=== Channel Divinity: Night Knight ===
As a bonus action, you channel your familiarity with the lack of light bolstering your nighttime attacks and speed for 1 minute. Once per turn for the duration, you gain advantage on all attack rolls against any creature that is under the cover of night and is not alit (by either a torch, sunlight, firelight or magical light; moonlight does not count). You can also Dash as a bonus action while under the cover of night.
=== Aura of Nocturnality ===
Starting at 7th level, your mastery of shadows is strengthened to the point where it can be extended to your nearby allies. You gain 120 feet of darkvision and while you’re not incapacitated, you and friendly creatures, within 10 feet of you, cannot be magically blinded or deafened. Creatures that are already blinded or deafened when they enter the aura gain advantage on their next saving throw to remove the magic effect.
When you reach 18th level in this class, the aura affects creatures within 30 feet of you, and friendly creatures gain 30 feet of darkvision while within the aura.
=== Dark Times ===
At 15th level, your attunement to the night amplifies your ability to conjure darkness and shadows. You can now cause a creature that enters or exits your magical darkness to take 1d12 radiant damage. It must succeed on a Charisma saving throw against your spell save DC or be continually struck by 2d6 radiant damage on their subsequent turns.
=== Saint of Shadows ===
At 20th level, you become a hero, or heroine, of the night. Your foes no longer see safety in nighttime because of your existence within it. As an action, you embrace surrounding shadows and the ever gloom to gain the following benefits for 1 minute:
* You have advantage on all attack rolls and saving throws while it is nighttime.
* You now score critical hits with either a 19 or a 20 rolled for your attacks, ranged or melee.
* When you score a critical with an attack roll, the creature you struck must make a Constitution saving throw. On a failed save the creature is blinded.
* You gain 60 ft. of truesight.
Once you use this feature, you can’t use it again until you finish a long rest.