Paladin
Base Class: Paladin

Tenets of Mischief: The oath of a trickster is fittingly fickle

All devils differ, two are nary the same
One requires a mind, sharp as a sickle
And a talent for the shifting of blame

I vow to cause chaos, all in good fun!
But beware, my fun is always no good
When you see me smile, i warn thee to run!
And when my eyes twinkle b’neath my hood

Where’er I be, i vow to spread laughter
An’ promise to not make it mine alone
For cruelty is rarely fun here after
And jokes arn’t funny when told on your own

In swearing my oath to the Gods o’ Tricksterhood
I solemnly swear I’m up to no good

Channel Divinity

Starting at 3rd level, gain the following channel divinity options: 

Invoke duplicity:

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Cloak of Shadows:

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Aura of Trickery

Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on sleight-of-hand checks. At 18th level, the range of this aura increases to 30 feet.

Laughing Stitch

Starting at 15th level, any who would attack you begin to laugh so much it starts to hurt. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Avatar of Tricks

At 20th level, you can assume the form of a fey lord. As an action, you activate the transformation. For one minute, you gain the following benefits:

You and all of your allies become immune to sleep, charm, and fear effects

Whenever an enemy starts or ends its turn within 5 feet of you, they must make a wisdom or constitution (whichever is lower) saving throw or fall asleep, elves and half-elves are not immune to this, while asleep, if you remain within melee range, they are not awakened by damage. 

 

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