Paladin
Base Class: Paladin

Paladins of the Oath of Street Smarts make up for a lack of formal education with the lessons of the streets.

While it is not in their nature to have official tenets, these paladins generally follow a list of unwritten rules.

The Underbelly of Civilization. Always be on the lookout. The darker side of the world is within reach no matter where you are.

No Harm, No Foul. Did you see someone stealing bread to feed their family? No you didn’t.

Protect the Vulnerable. Teach them to look out for themselves if they can. Look out for them yourself if they can’t.

Stronger Together. It’s far easier to survive with allies that you can trust to not stab you in the back.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 charm person, disguise self
5 invisibility, pass without trace
9 create food and water, nondetection
13 arcane eye, greater invisibility
17 mislead, passwall

Channel Divinity

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

Artful Dodger. When you would be hit by an attack, you can expend your Channel Divinity and your reaction to vanish in a puff of smoke, teleporting to an unoccupied location you can see within 30 feet. When you do so, you become invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.

Quiet As A Mouse. As an action, you can expend your Channel Divinity to silence any number of creatures within 10 feet of yourself for 1 minute. For the duration, chosen creatures cannot speak or generate noise, and heavy armor does not impose disadvantage on Stealth checks for these creatures. An unwilling creature can make a Charisma saving throw to avoid this effect.

Aura of Collaboration

Working with others greatly increases your chances of successfully exploiting a mark. Starting at 7th level, whenever a creature takes damage from an allied attacker within 10 feet of yourself, you have advantage on attack rolls against the target.

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

Evasion

At 15th level, when you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Hometown Hero

At 20th level, you can bring all of your streetwise knowledge to bear. As an action, you can gain the following benefits for 1 minute:

  • You are invisible.
  • Allied creatures within 30 feet of yourself have their movement speed increased by 10 feet.
  • When they would be damaged, allied creatures within 30 feet of yourself can use their reaction to teleport up to 30 feet in a puff of smoke and become invisible until the end of their next turn or until they attack, deal damage, or force a creature to make a saving throw. Once an allied creature uses this ability, it cannot do so again for the duration of this feature.

Once you use this feature, you cannot use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes