Base Class: Paladin
Rangor is heralded as the master of all that occurs in the shadows and behind closed doors. He is aware of every sneaking creature, knows the truth behind every silver tongued lie. Paladins of Rangor embrace the tutelage of this master of deception, dedicating their lives to false identities that can be created, changed, or dropped on a whim. The goal of these worshipers is to praise through action, becoming nigh-undetectable in their false names until only the god himself knows who they really are.
Tenets of the Rangorian
Obfuscate, Misdirect and Deceive. Deception is as much your sustenance as food, water, and air. Keep your confidants close and keep the rest of the world guessing. Never offer an open lie when a deceptive truth is twice as efficient.
Smiles and Spies. You hold no lust for violence or greed, knowing that a turn of phrase is just as deadly as the twist of a knife and that the right information has all the worth of a dragon’s hoard.
Ownership is Nine-Tenths of Right. Possessions and information are rightfully owned by those who can acquire them, taken from those who couldn’t protect them. You are happy to practice this mantra and don’t begrudge those who practice the same against you.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Create Identity. At the end of a long rest, you can use your Channel Divinity to construct an identity for yourself that you can use until the end of your next long rest. When you do so, you take on body language, speech, and other mannerisms unlike your normal self, and craft a name, alignment, origin, and backstory that is sufficiently convincing to maintain this identity. You add double your proficiency bonus to Charisma (Deception) checks made under the guise of this identity, and you may use your Charisma modifier instead of Intelligence when using a disguise kit to prepare this identity’s appearance.
Uncanny Agility. As a reaction when a friendly creature within 60 feet of you is falling or makes a Dexterity saving throw, you can expend your Channel Divinity to halve the falling damage that the creature would take when it hits the ground or allow it to reroll a Dexterity saving throw and add your Charisma bonus to the result. You must use this feature before a falling creature hits the ground, or before a saving creature knows the outcome of its original saving throw. The creature must use the new roll.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
listening shadow, shadowcloak |
|
9th |
|
|
13th |
|
|
17th |
scrying, striking shadow |
Oath Features
When you choose this oath at third level, you gain proficiency in Stealth.
Aura of the Stealthy
Starting at 7th level, you exude an aura of stealthiness.
You and friendly creatures within 10 feet of you are more stealthy than normal. Creatures without proficiency in stealth gain it and those with proficiency have expertise. Creatures that already have expertise gain no benefit.
At 18th level, the range of this aura extends out to 30 feet.
Master Sneak
Beginning at 15th level, the wearing of half plate, scale and spiked armors no longer apply disadvantage to dexterity(stealth) rolls, only heavy armor.
Scion of Stealth
At 20th level, you gain the ability to become the Scion of Stealth. As an action, you can infuse yourself with great supernatural energies, gaining the following benefits for 1 minute:
- As a bonus action, and if in light or medium armor, you can disengage and move up to half your movement rate.
- You can hide as a free action if within an area of darkness or low light.
- Whenever you successfully attack a creature while hidden, you gain an additional attack.
Once you use this feature, you can’t use it again until you finish a long rest.
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