Paladin
Base Class: Paladin

The Oath of Guile is one sworn by paladins who seek not glory in battle but victory as the end result. Paladins of this order favor mastery of the mind in addition to the blade. They use manipulation to expose the weaknesses of their opponents and defeat them swiftly and soundly. Those who swear this oath gather their whit and cunning to serve gods or philosophies of deception and duplicity.

TENETS OF GUILE

A paladin who takes this oath loosely abides the tenets of guile, as the interpretation vary from paladin to paladin.

Patience before Violence. Though violence can often be an answer, it need not be the only one. There are many routes to victory, and all should be considered before taking the best path... including the path that leads you to your opponents blindside.

Deception has Merit. In the same regard as the first tenet, deceit and dishonesty are not inherently wrongful acts. Misleading your opponent could spare a life that would otherwise be snuffed out, or bring about a more merciful end in exploiting a weakness.

Deceive not Yourself. Being apt to use deceit and deception, it is important not to lose sight of yourself.  Stand by your convictions, and though you may present falsehoods, be unwavering in your true self.

 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Illusionary Distraction. You may use your Channel Divinity to attempt to distract a number of creatures within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature).  Each of these creatures must make a Wisdom saving throw.  On a failed save, each of these creatures are either charmed or frightened (your choice) by an illusion unique to each creature for up to 1 minute, or until they take damage.

Steel the Mind. You may use your Channel Divinity to defend the will of yourself and others against attempts to deceive you.  As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature).  For the next 10 minutes, all the chosen creatures have advantage on Intelligence (Investigation) and Insight (Wisdom) checks.

Aura of the Shroud

Starting at 7th level, silence and shadows seemingly emanate from you while you're not incapacitated.  You and friendly creatures within 10 feet of you have a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means.  The aura extends 10 feet from you in every direction, but not through total cover. 

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

Cunning Strike

Starting at 15th level, you learn to passively read your opponents in battle.  Whenever you hit a creature with an attack, you learn its damage immunities, resistances, and vulnerabilities.

Cunning Champion

At level 20, you can assume an illusionary form that is awesome to behold.  Using your action, you undergo a magical transformation.  For 1 hour, you gain the following benefits:

  • As a bonus action, you may turn invisible until you attack or cast a spell.  Anything you are wearing or carrying also turns invisible.
  • Whenever an enemy can see you is within 30 feet of you, they must make a Wisdom saving throw.  On a failed save, the creature is incapacitated and its speed becomes 0 from the sheer awesomeness of your illusionary guise for 1 minute, or until it takes any damage.  Creatures that succeed on the saving throw are immune to your form for 24 hours.

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

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