Paladin
Base Class: Paladin

Oath of Trickery

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Trickery 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.

Cloak of Shadows. You become unnoticed by most through a supernatural veiling preventing all short of True Sight from seeing you for 1 minute or until you take the attack action or cast a spell

Trickery Strike. You choose an area with in a 60 ft sphere centered on you and make 1 melee attack against a creature in that area. The attack has advantage if you succeed on a Deception check whos DC is equal to the creatures CR level.  

Aura of Silence

Starting at 7th level, you constantly emanate a silencing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

While you are conscious, all allies within the aura gain a bonus to stealth checks equal to your charisma modifier. Any creature within the aura is immune to thunder damage from outside the aura. Furthermore, no creature can hear what is said within the aura unless you will it, so verbal components of a spell are unheard. 

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

Eyes of the Trickster

Starting at 15th level, You gain the ability to see through lies and deceit. You gain the effects of the see invisibility spell at all times as well as advantage on Wisdom (Perception) Checks against Dexterity (Stealth) checks and Wisdom (Insight) checks against Charisma (Deception) checks. 

Master of Tricks

At 20th level, you gain the ability to harness the power of stealth and deceit. As an action, you can magically become an embodiment of trickery, gaining the following benefits for 1 minute:

  • You are immune to thunder damage.
  • You have advantage on Stealth checks.
  • You automatically succeed on Dexterity saving throws against spells you cannot see.
  • You deal an extra 1d8 force damage to any attack done to a creature who cannot see you or see the attack coming.

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

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