Paladin
Base Class: Paladin

Uphold the Ideals of Mercy Through Deception

The Oath of the Liar binds Paladins to the belief that truth is not sacred—people are. These Paladins understand that honesty, while noble, can also be cruel, reckless, or dangerous. They wear lies like armor and wield deception like a shield, misleading tyrants, deceiving monsters, and manipulating evil so others may live free.To them, morality is measured by outcomes rather than appearances. A promise broken to a king may save a village. A false confession may protect the innocent. A hidden truth may spare despair. These Paladins often appear charming, elusive, or morally gray to outsiders, yet beneath the deception lies unwavering conviction.Many who swear this oath become folk heroes, spies, smugglers of the oppressed, masked rebels, or wandering knights who rob greed to feed suffering. Some are champions of trickster gods, while others simply believe that justice without compassion is tyranny.

These Paladins share the following tenets:

  • Let the Lie Serve the Good. Speak falsely if truth would bring needless suffering, cruelty, or oppression.
  • Wear No Crown of Virtue. Have the courage to be hated, or called dishonorable. Let deeds matter more than reputation.
  • Mercy Above Pride. If deception saves lives, abandon pride and speak the necessary falsehood.

Level 3: Oath of the Liar Spells

The deceiving magic of your oath paves the path to have certain spells ready. When you reach a Paladin level specified in the  Oath of the Liar Spells table, you there after always have the listed spells prepared.

Paladin Level Spells
3 Disguise Self, Silent Image
5 Mirror Image, Calm Emotions
9 Enemies Abound, Major Image
13 Confusion, Phantasmal Killer
17 Seeming, Modify Memory

Level 3: Charismatic Provoker

As a Magic Action, you can expend one use of your Channel Divinity to provoke creatures around you. Each creature of your choice that you can see within 15 feet of yourself must succed on a Wisdom Saving throw or they will have disadvantages on attacks on others than you for 1 minute. A creature with this condition repeats the save at the end of each of its turns, ending the effect on itself on a suceess. On level 18 the range becomes 35 feet as your Paladin Aura expands so does your influence as a Charismatic Provoker.

Level 7: Aura of Clarity

It takes a trickster to know one! You have advantage in Wisdom Saving throws. Allies that are or enter your Aura of Protection have the same advantage in Wisdom Saving throws.

Level 15: Liar's Bane

Immediattely after a creature that is under the effect of your Charismatic Provoker attacks a different creature or misses you it Resets your Paladin's Smite trait.

Paladin's Smite

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again. Unless it has been reset by the Liar's Bane trait.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 20: Hated Hero

As a Bonus Action, you can imbue your Aura of Protection with earie magic, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can't use it again uintil you finish a Long Rest.You can also restore your use of it by expending a level 5 spell slot (no action required).
Vigilance: Whenever you or any creature you choose under your Aura of Protection fails a Wisdom Saving throw you can take a Reaction and reroll it. You or they must use the new roll.
Thorns: Whenever a creature hits you while under the effect of your aura, that creature gets Necrotic damage equal to your Charisma modifier plus your Proficiency Bonus.
Reckoning: Once on each of your turns when you damage a target with Divine Smite you replenish your Lay On Hands' healing pool with points equal to your Paladin level.

Oath Of The Liar Image

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