Base Class: Paladin
Paladins of the more covert deities are, themselves, far less overt than some of their cousins that take other paladin oaths, instead electing to utilize the blessings of their god to enable them to sneak into places other men-at-arms would be unable to, discerning lies and uncovering secrets of the powerful, and themselves deceiving those that would bring harm to others. They see no issue in bringing to bear methods those that they combat that don't use direct confrontation utilize in the pursuit of justice.
A paladin that takes the Oath of Secrets does so in a hidden meeting with other members of the order and none speak of the location or the words spoken therein. They do, however, follow these tenets closely:
- Draw forth truth from those that would hide it.
- Use the secrets of the powerful to empower the weak.
- Use the tactics of the enemy against them.
- Follow any lead, ask every question, collect every clue.
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 | unseen servant, disguise self |
| 5th | pass without trace, zone of truth |
| 9th | blink, nondetection |
| 13th | dimension door, arcane eye |
| 17th | mislead, passwall |
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.
Abjure Lies You use your Channel Divinity to enhance your ability to discern lies and falsehoods and seek information. As a bonus action, you give yourself advantage on Wisdom (Insight) and Intelligence (Investigation) checks. This blessing lasts for 1 hour or until you use the feature again.
Invoke Duplicity Starting at 3rd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Aura of Deception
Starting at 7th level, you constantly emanate an aura of deception while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
You and allies within 10 feet of you gain advantage on Charisma (Deception) or Dexterity (Stealth) rolls. Additionally, you may take a bonus action on each of your turns to use the Hide action.
At 18th level, the range of this aura increases to 30 feet.
Deceptive Tactics
Starting at 15th level, while your illusory duplicate provided by Invoke Duplicity is active and within 100 feet of you, you may dismiss it to place yourself in the spot it occupied. You can bring along objects as long as their weight doesn't exceed what you can carry but cannot transport other creatures. If you end this bonus action within 5 feet of an enemy, you may make a melee attack against it.
Secretkeeper
At 20th level, your enemies become unable to lie to or hide from you. As an action, you can magically become an avatar of trickery and deceit, gaining the following benefits for 1 minute:
- You are under the effects of a persistent Zone of Truth. You may exclude yourself and allies in its area from its effects.
- Gain 120 feet of Truesight.
- May use your reaction to teleport 5 feet when a creature attacks you.
Once you use this feature, you can’t use it again until you finish a long rest.
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