Base Class: Paladin
"See that bloke?"
"Yeah."
"Paladin."
"...That bloke?"
"Yep."
Nix looked closer. Slim male, stubble, wearing scraps of leather as armour and wielding a commoners quarterstaff. Not at all the heavily armoured pretentious type that Nix was used to in a paladin. The only thing that made him stand out was the comfortably worn sh*t-eating smirk on his face. The kind that made you worry about your coin purse. If that guy was a paladin, and Nix had his doubts, then there was obviously some kind of trickery at play...
That was, of course, the point...
Optional Rules
The Trickster Oath is a bit different than most paladin subclasses, often relying more on speed and guile than armour and strength. Ask your DM if the following rules are appropriate for your campain:
- Dex. and Cha. become the relevant statistics for multiclassing if you aim to multiclass with the Trickster Oath.
- Stealth, acrobatics, deception and sleight of hand are added to the paladin starting skills options if you wish to take this oath.
- You may not wear any armour that has a handicap to stealth. You lose your heavy armour proficiency if you have it.
- Damage from paladin spells and abilities that deal radiant damage deal psychic damage instead.
Oath of the Trickster Spells
When you select this oath you gain these oath spells at the listed paladin levels below.
3rd Aura of Discordia, Disguise Self
5th Blur, Invisibility
9th Counterspell, Nondetection
13th Freedom of Movement, Dimension Door
17th Passwall, Mislead
Channel Divinity
When you take this oath at third level, you gain the following Channel divinity options.
Shifty A.F. As a bonus action you gain the effects of the Mirror Image spell for one minute.
Slippery A.F. As a bonus action, and as a bonus action each round for the next minute, you may teleport 15 feet to a place you can see.
Aura of the Sly
The subtlety of your presence is contagious. At seventh level yourself and any ally within 10 feet of you may add your charisma bonus to any stealth, sleight of hand or deception check they are required to make. At 18th level, this aura is increased to 30 feet.
...That Smile...That Guile...
Once you reach 15th level in this class any dexterity or charisma skill check you roll that is lower than a 10 on the dice becomes a 10.
Who-What-Where-When?
At twentieth level as a bonus action you gain the effects of both your channel divinity options. If an ally is targeted with an attack or spell within 30 feet of you (including yourself) the attacker must make a charisma saving throw for each target. On a fail that target is immune to all damage and effects and that particular attack or spell target cannot be redirected. This ability lasts for one minute and may be used once per long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/10/2021 2:40:49 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
12/11/2021 12:49:39 AM
|
1
|
0
|
--
|
Coming Soon
|
|
|
12/11/2021 1:58:24 PM
|
4
|
0
|
--
|
Coming Soon
|
|
|
12/12/2021 2:41:58 AM
|
7
|
0
|
--
|
Coming Soon
|
Comments