Paladin
Base Class: Paladin

While many paladins fight in the light of day, slaying fiends, undead, and bandits in shining armour for all to see, those who swear the Oath of Secrecy work in the shadows. Unseen by the outside world these paladins hunt the horrors who's mere existence spreads terror and mania. These paladins seek to know all and to hold these secrets in their hearts, only telling their tales when their hidden knowledge in times of great need.

TENETS OF SECRECY

The tenets of secrecy are a code of honour held by those who work in the shadows, a code that you live and die by.

Move Through Darkness. Under the dark of night, you move unknown to the world, a secret unseen by all.

Revel In Knowledge. To keep secrets is a burden, but one that should be carried with pride, take joy in knowing what others cannot.

Carry All Burdens. Secrets protect others from harsh truths, to know the unknown is to be burdened, to be burdened is to be strong.

With But Whispers. Secrets unleashed can topple the greatest powers, use your knowledge to conquer tyrants, use naught but words to quell the mighty, and use your secrets to bring down those who don't deserve power.

 

Oath Spells

3rd-level Oath of Secrecy feature

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

Oath of Secrecy Spells

Paladin Level Spells
3rd illusory script, sleep
5th invisibility, silence
9th dispel magic, tongues
13th private sanctum, secret chest
17th geas, mislead

Channel Divinity

3rd-level Oath of Secrecy feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Dead of Night. You can use your Channel Divinity to vanish into shadows. As an action, you clutch your holy symbol, and become invisible for 1 minute. Anything you are wearing or carrying is invisible as long as it is on your person. This effect ends if you attack or cast a spell.

Sacred Silence. You can use your Channel Divinity to leave a creature cursed with silence. When you hit a creature with a weapon attack, you can Channel Divinity to force that creature to make a Wisdom saving throw. On a failed save, the creature is silenced for 1 minute.

A silenced creature is deafened, cannot speak, and cannot create sound  using anything they are wearing or carrying as long as it is on their person. During this time the creature cannot cast spells that include verbal components. At the end of each of its turns, the silenced creature can make another Wisdom saving throw, ending the effect on a success.

Aura of Penumbra

7th-level Oath of Secrecy feature

Your presence creates a shroud of deception to hide both your words and your forms. Whenever you or a friendly creature within 10 feet of you make a Dexterity (Stealth) or Charisma (Deception) check, you may roll a d6 and add the number rolled to the total.

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

Unseen Emissary

15th-level Oath of Secrecy feature

You master the art of remaining unseen, hiding both yourself and your secrets. You can use the Disengage or Hide action as a bonus action on your turn.

Additionally, you can't be tracked except by magical means, and no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Veil of Secrets

20th-level Oath of Secrecy feature

You have become so devote to secrets and the unseen arts that you now embody the very idea of mystery. As an action, you enhance this power, gaining the following benefits for 1 minute:

  • You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space.
  • The first time you hit a creature with an attack each turn, that creature takes an extra 20 damage.
  • Any attack roll against you has disadvantage.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again

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