Base Class: Paladin
Hidden Agenda
Paladins of this order are not exactly very talkative about their order, in fact they tend to hide the very existence of their order from all except a very small circle of people. While simply not talking about it is easy enough, they still have duties within their order they must fulfill and so they take up day jobs as to hide in plain sight. When their duty requires the clashing of swords and sorcery, they often take up the mantle of adventurer. Taking off that mantle however, proves harder than putting it on, and so the balancing act begins.
Almost certainly this is your fate should you choose this oath. Work with your DM to come up with order contacts, cover ups, secrets, and hidden agendas for your Paladin. The party may be investigating a bank robbery, but you may be more interested in a particular object they stole rather than the thousands of gold and gems that went missing.
Don’t be discouraged if the rest of the party finds out!
Just because they find out your part of some secret society, doesn’t mean they know what kind of horrible abomination you have chained up in the vault under the mayor’s house!
Alternately; you could just play a mysterious looking paladin wielding a glowing sword just because, but where’s the fun in that?
Oath of the Secret Keeper Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Comprehend Language, Divine Favor |
| 5th | Moonbeam, Pass without Trace |
| 9th | Nondetection, Phantom Steed |
| 13th | Phantasmal Killer, Banishment |
| 17th | Legend Lore, Modify Memory |
Tenets of the Secret Keeper
Paladins of this oath care more for the grand scheme of things than almost any singular event, but do have principles for day to day duties.
Honor thy word. Words are powerful things and a promise is not one you make lightly. It is better for someone to be mad at you than to make a promise you know you can not or do not intend on keeping.
Torchbearer. Your oath and duty is one of tradition, passed down from one paladin to the next. Live to pass on your wisdom, don’t throw it away just for a moment of glory. No loss is greater than knowledge and Wisdom simply lost to time.
Sworn to Secrecy. You are far too familiar with the burden of keeping secrets. If others confide secrets to you, let not they utter from your lips.
Mental Vault
At 3rd level, if a spell or other magical effect would cause you to divulge secrets, such as Detect Thoughts, Zone of Truth, and Geas, you automatically end the effect on yourself and may choose to retaliate, dealing Psychic damage equal to your Paladin level to the caster.
Also you can not send or receive telepathic messages, for better or worse.
Additionally you have advantage on saving throws against the Charmed condition.
Channel Moonlight
Instead of channeling divine energy in the more traditional methods, your oath allows you to channel it in a ceremony to consecrate your weapon with moonlight.
At 3rd level, you can perform a ceremony to consecrate your melee weapon. The ceremony takes an hour and requires the moon to be visible for at least 10 minutes of it. Once the ceremony is complete your weapon now glows with moonlight and produces 15 feet of dim light if there is no other light source, it also deals an additional 1d4 radiant damage.
This die increases to a d6 at 5th level, a d8 at 9th level, a d10 at 13th, and a d12 at 17th level.
The effects from the ceremony are lost if your weapon is more than a mile away from you, it is destroyed, or you perform the ceremony on another weapon.
Additionally, after performing the ceremony on a weapon, while wielding your consecrated weapon your Divine Smite feature can be augmented in the following ways:
- Cleave: Your smite deals half damage to your target and up to 2 additional adjacent targets in a straight line connected to them.
- Project: You may expend a spell slot to make a ranged attack with your consecrated weapon. You make an attack roll on a target up to 20 feet away with your weapon as you would a melee target, launching a wave of moonlight at them, if the attack would hit you deal damage equivalent to a smite at the spell slot used to the target. The spell slot is still expended even if you miss.
Aura of Mental Warding
Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to psychic damage and have advantage on Intelligence, Wisdom, and Charisma saving throws.
At 18th level, the range of this aura increases to 30 feet.
Celestial Attunement
At 15th level, you have become attuned to the moon itself and its lunar phases. Your smite or smite enhancements gain additional properties based on the phase of the moon, even if you cannot see it. Additionally you can tell what the phase of the moon is without needing to see it.
- Full Moon: Your weapon’s Channel Moonlight damage gains 2 additional die. Add 2d8 radiant damage to your smite regardless of spell slot level used.
- New Moon: All radiant damage from smite and your channel moonlight becomes cold damage. Add 1 die to your weapon's channel moonlight damage. Add 1d8 cold damage to your smite regardless of spell slot level used.
- Crescent: Your cleave augment can now hit up to 5 targets in a semi-circle surrounding you.
- Quarter Moon: Your cleave augment deals the full smite damage to all targets.
- Gibbous: Your project augment now double the range, and you may add your weapon's channel moonlight damage to attacks made within 20 feet.
- Solar Eclipse: All radiant damage from smite and your channel moonlight becomes fire damage. Add 3d8 fire damage to your smite regardless of spell slot level used. This augment lasts for 24 hours after the eclipse.
- Lunar Eclipse (Blood Moon): All radiant damage from smite and your channel moonlight becomes necrotic damage. Add 2d8 necrotic damage to your smite regardless of spell slot level used. All damage from your weapon's channel moonlight die heals you. This augment lasts for 24 hours after the eclipse.
(DMs: for those not keeping track of time in great detail, the moon changes phase every 29.5 days. meaning one of these buffs will stay around a while which you can plan around. For those with more than one moon in their setting, have the paladin attune to a specific one. Remember that Eclipses are usually rare events. And for those in a plane shifting game, you can either have them reattune to the one in the new plane assuming there is one, or have them stay attuned to the moon in their home plane if their isn't. If they plan on visiting a plane, such as the plane of shadows, briefly then maybe their attunement could be disabled temporarily while there. Just remember to keep it fun for everyone!)
Moon Presence
You tap into your forbidden knowledge. At 20th level, you can take on an otherworldly appearance. Your skin has a pale glow to it, your eyes are solid black and reflect the cosmos, or when you speak it sounds as if you are speaking from every direction. Using your action, you undergo a transformation. For 1 hour you gain the following benefits:
- Wispy tendrils of light emit from your back granting you a flying speed equal to your movement.
- When you transform you call down 5 Moonbeam spells around you that do not require concentration.
- When you use your action to move a beam, you may move multiple.
- On your turn you may cast Moonbeam as a bonus action without material components.
Once this feature is used, you can’t use this again until you finish a long rest.
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