Base Class: Paladin
Oath Spells
You gain oath spells at the paladin levels listed.
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Oath of Secrets Spells |
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Paladin Level |
Spells |
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3rd |
Detect Magic, Identify |
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5th |
Detect Thoughts, Find Traps |
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9th |
Nondetection, Remove Curse |
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13th |
Greater Invisibility, Locate Creature |
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17th |
Legend Lore, Scrying |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
•Secrecy You can use your Channel Divinity to invoke the secrets of the world. When you or an ally within 30 ft. of you is forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to gain advantage on that type of roll for the next minute.
•Keep the Secret You can use your Channel Divinity to destroy those that want your secret. As an action, you present your holy symbol and 3 creatures that are either aberration, celestial, fey, or fiend within 60 ft. of you that you can see must make a Wisdom saving throw. On a failure, the targets take 2d6 psychic damwage and subtract 2d4 from any Intelligence or Wisdom saving throws they make within the next minute.
Improved Smite
Starting at 3rd level, you've tapped into divine knowledge and learned how to allow your Divine Smite feature to work on ranged attacks as well as melee attacks. Additionally, your Divine Smite and smite related spells ignore resistances and treat immunity as resistance.
Aura of Secrets
At 7th level, you emit an aura of secrecy while you aren't incapacitated. You and any allies within 10 ft. of you cannot have their mind read unwillingly, and have resistance to psychic damage.
At 18th level, the range of this aura increases to 30 ft.
Forbidden Knowledge
At 15th level, your mind is adept at learning information and keeping hold of said information. Using an action, you can choose a creature within 60 ft. of you. You learn its vulnerabilities, resistances, and immunities, if any, you gain advantage on attack rolls against that kind of creature and that type of creature has disadvantage on attack rolls against you for 1 minute.
Keeper of Secrets
At 20th level, you can assume the form of spectral being. Using your action, you under go a transformation. Until you use a bonus action to end it, you gain the following benefits:
•Your body becomes gaseous, similar to the Gaseous Form spell, although your flying speed is 60 ft.
•You gain truesight out to 30 ft., and you can see magic in a fashion similar to the Detect Magic spell.
•You are completely intangible. You have immunity to all damage except psychic damage, you can treat solid objects as difficult terrain to phase through them, and to be seen, a creature must make a Wisdom (perception) check. The DC is 20 if you're in darkness, 15 if you're in dim light, and 10 if you're in bright light.
•You can see what any creature within 60 ft. of you is thinking as words above their heads.
Tenets of Secrets
Keep Quiet. You have a secret to keep, but you yourself can't be revealed as well.
Stay Cautious. You never know who wants to know your secret. You especially don't know what they'll do with it.
Trust No one. Companions are helpful, but an oath is an oath. Never speak a word of your secret. Ever.
Know your enemy. Knowing anothers secret is the gateway to victory. Do your research on your foes.
Channel Divinity
•Secrecy You can use your Channel Divinity to invoke the secrets of the world. When you or an ally within 30 ft. of you is forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to gain advantage on that type of roll for the next minute.
•Keep the Secret You can use your Channel Divinity to destroy those that want your secret. As an action, you present your holy symbol and 3 creatures that are either aberration, celestial, fey, or fiend within 60 ft. of you that you can see must make a Wisdom saving throw. On a failure, the targets take 2d6 psychic damwage and subtract 2d4 from any Intelligence or Wisdom saving throws they make within the next minute.
Improved Smite
Starting at 3rd level, you've tapped into divine knowledge and learned how to allow your Divine Smite feature to work on ranged attacks as well as melee attacks. Additionally, your Divine Smite and smite related spells ignore resistances and treat immunity as resistance.
Aura of Secrecy
At 7th level, you emit an aura of secrecy while you aren't incapacitated. You and any allies within 10 ft. of you cannot have their mind read unwillingly, and have resistance to psychic damage.
At 18th level, the range of this aura increases to 30 ft.
Forbidden Knowledge
At 15th level, your mind is adept at learning information and keeping hold of said information. Using an action, you can choose a creature within 60 ft. of you. You learn its vulnerabilities, resistances, and immunities, if any, you gain advantage on attack rolls against that kind of creature and that type of creature has disadvantage on attack rolls against you for 1 minute.
Keeper of Secrets
At 20th level, you can assume the form of spectral being. Using your action, you under go a transformation. Until you use a bonus action to end it, you gain the following benefits:
•Your body becomes gaseous, similar to the Gaseous Form spell, although your flying speed is 60 ft.
•You gain truesight out to 30 ft., and you can see magic in a fashion similar to the Detect Magic spell
•You are completely intangible. You have immunity to all damage except psychic damage, you can treat solid objects as difficult terrain to phase through them, and to be seen, a creature must make a Wisdom (perception) check. The DC is 20 if you're in darkness, 15 if you're in dim light, and 10 if you're in bright light.
•You can see what any creature within 60 ft. of you is thinking as words above their heads.
Oath Spells
|
Oath of Secrets Spells |
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|
Paladin Level |
Spells |
|
3rd |
Detect Magic, Identify |
|
5th |
Detect Thoughts, Find Traps |
|
9th |
Nondetection, Remove Curse |
|
13th |
Greater Invisibility, Locate Creature |
|
17th |
Legend Lore, Scrying |
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