Paladin
Base Class: Paladin

The oath of deception attracts paladins who follow the path of the trickster gods. Paladins who dedicate themselves to this oath do not appear the world as paladins at all. They will make their way in the world in the guise of any other profession, sometimes appearing as gamblers, scoundrels, rebels, occasionally as travelling illusionists. Their faith is a private thing between their god and themselves, but they go out into the world to spread the chaos and disruption of their chosen deity far and wide. Nobody ever really knows a paladin of deception, even themselves.

Tenets of Deception

Paladins of this oath do not really follow tenets, as the trickster gods are chaotic in nature, but if there were tenets they would be similar to these

  • Believe the lie - to successfully tell lies, you need first to be able to lie to yourself. If you totally believe what you are saying, then you will be able to tell any lie with complete conviction. 
  • Economy with the truth - Never tell the whole truth if you can possibly help it. A lie by omission is the best type as it cannot be proven false.
  • They can't catch what they can't see - Stay out of sight whenever possible. Let others take the blame.
  • Rules are for suckers - Rule #1: There is no rule #1

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Silver tongued - You can use your Channel Divinity to call upon your deity to aid you in decieving your foes. As a bonus action you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.

Words of distraction - As an action you use distracting words that befuddle foes in the area. Each target of the Paladin's choice within 30 feet must make a Wisdom saving throw if it can hear the paladin. On a failed save the target is distracted by the words and has disadvantage on all attack rolls, attribute checks and saving throws for up to 1 minute. The target makes a further saving throw at the end of each of its turns. Once a target successfully saves against this effect it is no longer distracted

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of DeceptionSpells

PALADIN LEVEL

SPELLS

3rd

sanctuary, disguise self

5th

silence, invisibility

9th

nondetection, gaseous form

13th

hallucinatory terrain, greater invisibility

17th

seeming, mislead

Somebody Else's Problem

Starting at 7th level the paladin has learnt how to blend in with his surroundings, by subtly redirecting others attention. The paladin always has a bonus to Dexterity (Stealth) checks equal to their Charisma modifier (minimum of +1).

At 18th level this bonus increases to double their Charisma modifier (minimum of +2)

Now you see me

At 15th level your ability to deceive your opponents allows you to disappear before their very eyes. When you are hit by an attack, as a reaction you can disappear from your current space and reappear in any unoccupied space within 30 feet. The attack that triggered this reaction automatically misses and you take no damage. Once you use this feature you cannot use it again until you finish a short or long rest.

Where'd they go?

At 20th level you can become so elusive that your enemys can no longer keep track of where you are.

As an action you can elude all senses of any enemy that can sense you in any way for 1 minute. You do not become invisible - friendly creatures can still see and hear you, but your enemies lose all track of you. This effect works against all senses, including smell, blindsight, tremorsense, darkvision etc. But not truesight. Once you use this feature you cannot use it again until you finish a long rest.  

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