Base Class: Paladin
The Oath of Secrecy Paladin is a member of an esoteric order whose beliefs and practices are not known to the outside world. Rather than a proselyte, Secrecy Masons dare not speak the name of their deity aloud or share its principles with the uninitiated. These details should be shared with the DM, but not with other characters unless they undergo an elaborate initiation ritual whose details are secret.
TENETS OF SECRECY
Divine Mysteries. The tenets of the organization are secret and if shared with outsiders, will lose their holy power. However allowing others to know your membership and witness your powers is encouraged.
Confidence. You must never allow anyone access to the lore or initiate any whom you do not trust with your life.
Citizenship. You must be an outstandingly trustworthy and helpful member of your community. You represent the order at all times.
Friendliness. You must deal with outsiders in a calm and friendly way. Respond to requests for the secrets with a smile and a wink, but never with information.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Upstanding Citizen. As an action, raise your holy emblem. It shines with a sacred radiance. Up to 10 other nonhostile creatures that can see you gain a total of 30 HP divided as you choose among them. You must give more HP to each initiate of the order among them than you give to any outsider. You gain Advantage of Charisma checks and Saving Throws for 1 minute.
Protect the Lore. As an action, raise a clenched fist. An aura of darkness surrounds it. Up to 10 hostile creatures you can see within 30 ft. lose the ability to speak and become deafened for 1 minute. They can make a Wisdom save at the end of each turn to end the condition. While it lasts they have disadvantage on Charisma checks and saving throws.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Secrecy Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Silence
Starting at Level 7, when you speak only to friendly creatures within 15 ft. of you, none of you can be overheard by hostile creatures.
When you reach level 18, no sounds made by you or friendly creatures within 15 ft. of you can be heard by hostile creatures unless you choose for them to be. Hostile creatures within 15 ft. of you lose blindsight and tremorsense.
Veil of Secrecy
Beginning at 15th level, as an action you can wrap yourself in a veil of secrecy. A dark aura extends 20 ft from you in all directions. Hostile creatures within it are blinded. Hostile creatures outside the aura cannot see or hear anything that goes on within it. Friendly creatures are unaffected. The aura lasts for 1 minute, or until you take damage or choose to dismiss it. You can use this feature 1 once and regain its use after a short or long rest.
Obscure Mysteries
At 20th level, as an action you can cast the Modify Memory spell targeting up to 6 creatures that you can see. Casting it in this way does not consume a spell slot, and it may not be upcast. You describe the memory change only once in a way that can affect all of the targets.
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