Base Class: Paladin
The oath of treachery is the path of paladins who have renounced other oaths or care only about their own strength and survival. Commonly referred to as scoundrels, these unholy warriors are loyal only to themselves. Anyone foolhardy enough to follow one of these paladins does so, because while they are deceitful, these paladins have tremendous power. Those who follow them without falling prey to their villainy hope to indulge in senseless violence and amass vast treasures.
Many of these paladins pay homage to demon lords, especially Graz'zt and Orcus. Even the Lords of Hell are reluctant to ally with these champions of chaos, but Beelzebub and Glacia sometimes find a kindred spirit in these scoundrels' penchant for duplicity and betrayal.
Channel Divinity
Duplicate call. You create a visual illusion that lasts 1 minute or until you interrupt yourself (as if a spell were detected). The illusion ignites at the chosen location, and its visibility is within 30 feet, freely on the surface. The illusion looks exactly like you; it won't produce its size, it won't take its space, and it won't result in attack and damage. On your turn, as a bonus effect, you can move the illusion to a space you can see up to 30 feet away, but the illusion must remain within 120 feet of you.
While the illusion exists, you can cast spells as if you were in its space, but you must use your own senses. In addition, 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 based on how fearsome your illusion is.
Poison hit. You can use Divine Channel to make weapons more lethal.
As a bonus action, you touch one weapon or ammunition and summon a special poison on it. The poison exists for 1 minute. The next time you hit a target with an attack with this weapon or ammo, the target will take poison damage immediately after the attack. The poison damage is equal to 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Perfidy
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Treacherousity
You emit an aura of discord that grants you the following benefits.
Thin out the herd. You make melee attacks against any creature within 5 feet of its ally with advantage.
Sneaky blow. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to cause it to reroll that attack to another creature of your choice that is also within 5 feet of the attacker. The skill has no effect and is wasted if the attacker is immune to charm.
You can use this skill three times. You regain all uses when you finish a short or long rest.
Cowardly escape
You have the ability to elude enemies.
Immediately after you are hit by an attack, you can use your reaction to become invisible and teleport up to 60 feet to a location you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.
After you use this skill, you must finish a short or long rest before you can use it again.
The personality of deception
You gain the ability to exude treacherous feeling
As an action, you can magically become the embodiment of deceit, gaining the following benefits for 1 minute:
You are invisible.
If a creature damages you on its turn, it must make a Wisdom saving throw (your spell DC) or you control its next action (if you're incapacitated when it takes it). The creature automatically succeeds on this saving throw if it is immune to being charmed.
If you have advantage on an attack roll, you gain a damage bonus equal to your paladin level.
Once you use this skill, you cannot use it again until you finish a long rest.
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