Base Class: Paladin
Your sense of duty... directs you to.... ehehe doody.
ANYWAY YOUR SENSE OF DUTY. It directs you towards bringing out the joy and mischief in life! Those who follow the Oath of the Trickster are often not recognised as paladins for their lack of a religions association. Nevertheless your power manifests in the same ways even if you put it to more creative and interesting uses. Instead of prayer and law, your Oath compels you towards pranks and barbs.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Trickster Spells
| Paladin Level | Spells |
|---|---|
| 3rd | hideous laughter, vicious mockery, bane |
| 5th | invisibility, mirror image |
| 9th | counterspell, slow |
| 13th | confusion, greater invisibility |
| 17th | dominate person, mislead |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Barbed Jabs. As a bonus action, after you have used your action to attack and smite your target, you open the library and put on your reading glasses. Your reads win the mini challenge and your target is forced to subtract 1d6 from their next saving throw. Additionally, you allow one of your allies from to benefit from the library you just opened! An ally that you choose can add 1d6 to their next attack roll, ability check, or saving throw. One target or ally cannot be effect by this feature more than once per day. Enough reading!
Chaotic Movements. As a bonus action, you invoke the power of chaos that resides in you. For one minute, your movement speed increased by a number of feet equal to 10 x your proficiency modifier. Additionality, once in this period, you may expend a further bonus action to impose disadvantage on all attacks of opportunity until the end of your turn. If you use this second ability, at the end of your current turn, your movements become less chaotic and your speed reverts to normal.
Syke!
Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute you the attacker's health for that of the target creature, causing that creature to take less damage. Instead, both the attacker and the target of the attack take half damage each. This damage can’t be reduced or prevented in any way, including by resistances, immunities, spells, or features.
You can use this feature a number of times equal to your proficiency modifier. You gain all uses of this ability on a long rest. Additionally, if you succeed on a DC 20 Performance on one of your pranks, you regain one use of this feature.
Whoopie Cushion
Starting at 15th level, when a creature within 10 feet of you attempts to turn invisible, they must made a Charisma saving throw against your Spell Save DC. On a failure, the spell or ability fails and fizzles out with a long, awkward fart.
At 18th level, the range on this feature increases to 30 feet.
Dicks! Dicks everywhere!
At 20th level, your presence on the battlefield is an intense source of chaos that confuses enemies and allies alike. You can use your action to gain the following benefits for 1 hour:
- You have immunity to psychic damage and have resistance to bludgeoning, piercing, and slashing damage from any source.
- You gain the benefits of your Chaotic Movements without expending a use of your Channel Divinity. Using the second ability on this feature, ends your chaotic movements as normal.
- You have advantage on all Charisma (Performance) checks and treat any d20 roll of 9 or below as a 10.
- As a free action on your turn, you choose one ally within 30 feet and grant them temporary hit points equal to 10 plus your Charisma modifier. Any creature that benefits from these temporary hit points has the impression they have had their wounds healed.
- Additionally, instead of granting temporary hit points to an ally, you can use a free action to instead grant an enemy within 10 feet vulnerability to one damage type. This vulnerability ends at the end of your turn or if they have suffered a critical hit, whichever happens first.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
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