Paladin
Base Class: Paladin

The Oath of Noble Theft binds the paladin to the ideals of robbing from the rich, giving to the poor, and striking down corruption wherever it lords over the common folk. Often found among the more idealistic followers of gods of thieves or mischief, these Robbers (a name alternately given with a smile by a commoner or a curse by the idle rich) seek to shine light on the evils of unchecked greed and bring hope to the downtrodden masses. While their tenets vary from paladin to paladin, all follow some version of these core ideals:

  • Take from the Corrupt: Only steal from those who gained their fortunes through ill action, be that corruption of justice, theft, murder, or other foul deeds.
  • Give to the Meek: That which is stolen is not to be used solely for personal gain, but rather should be shared with the common folk to improve the lives of all.
  • Judge Not in Haste: As there are many reasons to take and give, be not hasty in judgment lest you too find yourself judged.
  • Suffer Not the Corrupt to Rule: Above all else it is vile to abuse one's power over others. When a lord proves so unfit, you must work to strike him down for the good of all those governed.

Channel Divinity

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

Tools of the Trade. As an action, you can imbue a set of Thieves' Tools with divine grace. For 1 minute, the tools are considered magical and you add your Charisma modifier to skill checks with the tools (minimum bonus of +1).

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying these tools, or if you fall unconscious, this effect ends.

Turn the Corrupt. As an action, you present your holy symbol and speak a prayer censuring those who prey upon the weak, using your Channel Divinity. Each affected creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

disguise self, protection from evil and good

5th

knock, locate object

9th

dispel magic, nondetection

13th

freedom of movement, locate creature

17th

legend lore, mislead

Aura of Justice

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Clarity of Purpose

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Thief of Fate

At 20th level, as an action, you can transform into the ideal of the noble thief. For 1 hour, you gain the following:

  • Expertise with Thieves' Tools
  • Advantage on all skill checks using Thieves' Tools
  • Complete protection from all scrying or other magical detection

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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