Base Class: Paladin
Paladins of the Oath of Secrets channel divine power to conceal themselves and their allies with subterfuge and illusions. They use this ability to protect forbidden knowledge, conceal the location of ancient treasures, or hide dangerous artifacts.
TENETS OF SECRECY
A paladin who assumes the Oath of Secrets swears to keep safe some knowledge or object that could affect the whole world if revealed, for good or ill.
Discretion. Nobody must know your true purpose. A guardian of secrets is most effective when anonymous.
Duplicity. Honesty is not in your vocabulary. Deception and misdirection is the first and most important step in concealing your secret.
Determination. Be ready to do whatever it takes to protect the secret you guard. No price is too high, no sacrifice is too great, and no sin is beyond reproach.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Secrets Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Secrets Spells
| Paladin Level | Spells |
|---|---|
| 3rd | disguise self, silent image |
| 5th | pass without trace, invisibility |
| 9th | nondetection, major image |
| 13th | greater invisibility, hallucinatory terrain |
| 17th | mislead, seeming |
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.
Purge Memories. You can use your Channel Divinity to cause creatures to forget secrets they discovered. As an action, you force each creature of your choice that you can see within 10 feet of you to make a Wisdom saving throw. On a failed save, a creature forgets everything that it learned or experienced in the past minute. A wish is the only way to restore these memories.
Vanishing Strike. You can use your Channel Divinity to disappear before striking. As a bonus action, become invisible until the end of your turn. While invisible from this effect, the next melee weapon attack that hits deals double dice damage. This bonus damage stacks with the effect of a critical hit if applicable.
Aura of Secrets
Starting at 7th level, you constantly emanate a veiling aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature of your choice is within this aura, they do not suffer disadvantage on Stealth checks if they would normally have disadvantage due to equipment or other restrictions, and they roll with advantage if they would have made a normal roll.
At 18th level, the range of this aura increases to 30 feet.
Shuttered Mind
Starting at 15th level, you are immune to any magical affect that would jeopardize the secrets that you hold, such as zone of truth, suggestion, or detect thoughts.
Unknown Warrior
At 20th level, you gain the ability to conceal your presence from the even the memories of your foes. As an action, you can magically veil yourself in an aura of imperceptibility, gaining the following benefits for 1 minute:
- All creatures present must make a WIS save vs. your spell save DC at the start of each of their turns or be unable to perceive or otherwise acknowledge your presence until their next turn. You can choose any number of creatures to not be affected by this.
- Your attacks against creatures unable to perceive you are made with advantage, and saving throws that you force them to make are at disadvantage.
- You deal an additional 2d6 psychic damage against targets to that are unable to perceive you.
Once you use this feature, you can’t use it again until you finish a long rest.
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