Base Class: Paladin
oath of trickster
May only take wizard spells in Illusion or Enchantment schools.
Tenants of Tricks:
Life is chaos: Free those who are chained, trick those who would oppress
Mischief: Mischief is what you thrive for, bring it where you go.
Silver Tongue: Your words carry power, use them as you wish.
Truth is relative: The truth was meant to be bent and changed to make your tricks work, use it wisely
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mocking Weapon - As an action, you may give your weapon the power of mockery. For 1 minute, you may add 1d6 psychic damage to damage rolls. When an enemy takes this damage, they have disadvantage on attack rolls and saving throws made against targets that are not you until the end of their turn. If your weapon is not magical, it is considered magical until the end of your channel divinity.
You may end this effect early if you choose to.
Play Dead - As a reaction to taking damage, you may present your holy symbol and become invisible. When you become invisible, you may teleport to a new destination within 30 ft of your starting position. When you do, a duplicate of you appears in your previous spot, responding to the damage you took and appears to die to the damage. A creature can use an action and on a successful INT (investigation) check vs CHA (Deception) can perceive this as an illusion.
You may end this effect early if you choose to.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of The Trickster Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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|
17th |
Stealthy and Sleight of Hand
You gain proficiency in Stealth and Sleight of Hand.
Aura of Tricks
Starting at 7th level, you and friendly creatures within 10 feet of you gain advantage on CHA checks and Saving throws.
At 18th level, the range of this aura increases to 30 feet.
An Eye for Deceit
Beginning at 15th level, you are immune to charms and gain advantage on insight and investigation checks to see through lies and tricks.
Being of Pure Trickery
At 20th level, as an action you gain the following benefits:
- You can create an illusion so powerful your opponents perceive it as real. You bend reality to change the area within 30 ft of you as you see fit, enemies within the radius perceive your creation as real and take an extra 2d6 in psychic damage from attacks and spells by you and your allies. You and your allies perceive the area as it is.
- Enemies within the radius have disadvantage on attack rolls against you.
- You gain a duplicate of yourself. You may cast spells and perform divine smites through this duplicate and as a bonus action have your duplicate move or preform up to 1 melee attack on a target.
Once you use this feature you may not again until you complete a long rest.