Paladin
Base Class: Paladin

The Oath of Entropy gifts a paladin to the ideals of chaos, trickery, and disorder. Whilst many paladins devote themselves to tenets of law, order and peace, the oath of entropy provides one the means to exist within the gaps, to sow necessary chaos and tumult in civilization. Not for a means of anarchy, but to elicit euphoria and joy in the innocent, whilst given due havoc and turmoil to those that would lord over the weak. A paladin might find themselves walking the oath of entropy, while in serves to a trickery god (such as Loki, Hermes or Sehanine) or a chaotic fey being. Or perhaps merely claimed their oath by own personal ideals.

Those who pledge themselves to this oath may have diferent reasons, however paladins of this oath tend towards these tenets:

Sow Some Chaos. Law is stern, it needs acts of mild disorder to function as a society.

Punish the Oppressors. Mess with those who lord over the weak with cruelty.

Cloak of Darkness. Aid those who wish to use the night for trysts and secret comradery.

Freedom. Do not conform to powers that oppress, strive to live free and without constraints.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Entropy Spells
Paladin Level Spells

3rd

disguise self, illusory script

5th

knock, pass without trace

9th

dispel magic, nondetection*

13th

arcane eye, dimension door

17th

dominate person, seeming*

Channel Divinity

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

Silver Tongue. You can use your Channel Divinity to add divine reason to your words. As a bonus action, you can grant yourself a +5 to Charisma (Deception) checks or the next 10 minutes.

Cover of Night. As an action, you can call upon the hidden shadows and bestow a blessing to one creature you touch. Using your Channel Divinity, you grant that creature advantage of Dexterity ability checks for 10 minutes. 

Additionally, a creature under your Cover of Night is considered under the Invisibility condition.

Aura of Discord

At 7th level, you emit an aura of disarray while you aren't incapacitated, that bolsters your allies and hinders your foes. You and any ally in the aura gain a bonus to Charisma ability checks equal to your Charisma Modifier.

Additionally, when you and any creatures of your choice within the aura are hit with a melee attack, you can use your reaction to distract the attacker, subtracting -5 from their attack roll, turning a hit into a possible miss. You can use this reaction after the attack hits but before damage is rolled. You can use this ability a number of times equal to your Charisma modifier (minimum of 1), and regain all expended uses after you complete a long rest.

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

Ire of Misfortune

Once you reach 15th Level; when a hostile creature that you can see in your Aura of Discord makes and ability check or saving throw, they gain a penalty to their roll equal to your Charisma modifier (minimum of 1).

Scion of Chaos

At 20th level, you learn to open your heart to chaos and channel the divine to embody disorder and pandemonium. As an action, you embrace the chaos of shadow and night to gain the following benefits for 1 minute:

• You have advantage on Dexterity (Stealth) checks and moving stealthily does not impede your movement. If you already have this benefit, your speed is doubled.
• If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
• You can take the Dodge or Hide action as a bonus action.
• You have advantage on Charisma checks and Charisma saving throws.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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