Base Class: Paladin
Paladins who swear the Oath of Illusions dedicate themselves to mastering the art of perception manipulation, weaving illusions to protect their allies and sow confusion among their enemies. They believe that perception is reality, and by controlling what is perceived, they can change the course of battles.
Oath Spells
3rd-level Oath of the Watchers feature
You gain oath spells at the paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hypnotic Pattern, Detect Magic |
| 5th | Creation, See invisibility |
| 9th | Counterspell, Mental prison |
| 13th | Project Image, Simulacrum |
| 17th | Weird, Illusory Dragon |
Channel Divinity
Channel Divinity: Illusionary Guardian At 3rd level, you can use your Channel Divinity to summon an Illusionary Guardian to protect your allies. As an action, you create a Large illusory creature that occupies a 10-foot cube. The Guardian lasts for 1 minute or until you dismiss it as a bonus action. The Guardian has AC 15 and hit points equal to five times your Paladin level. It can move through creatures and objects as if they were difficult terrain. Attacks against your allies within 10 feet of the Guardian have disadvantage. The Guardian can't deal damage, but it can use its reaction to impose disadvantage on an attack against you or an ally within 10 feet of it.
Aura of Mirage
Starting at 7th level, your presence and illusions extend in a 10-foot radius around you. You and friendly creatures within this aura have advantage on saving throws against being charmed or frightened. Additionally, you can expend a spell slot to create an illusory wall or barrier within the aura as a reaction when you or a friendly creature takes damage. The illusory wall lasts until the start of your next turn and provides half cover.
Illusionary Strike
At 15th level, you can weave illusions into your attacks. When you hit a creature with a melee weapon attack, you can expend a spell slot to deal extra psychic damage equal to 2d8 plus the level of the spell slot. The target must also make an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn as its mind is overwhelmed by the illusion.
Master of Illusions
At 20th level, you become the ultimate master of illusions. You can cast the Major Image spell without expending a spell slot. Additionally, you and your Illusionary Guardian are immune to all forms of damage and effects from spells and abilities that rely on sight or hearing.
Previous Versions
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