Paladin
Base Class: Paladin

Oath of the Heist

Deception: Why tell the truth when a simple lie will do? A Paladin of the Oath of the Heist swears to veil the truth and to keep advantage in conversation through its concealment.

 

Spend: Leave no coin unturned. A Paladin of the Oath of the Heist must not hoard wealth, as it is the lowest use of it. It is the duty of a paladin to spend their loot, as a form of wealth redistribution. Spend it on food, drink, tools, but not on gold to hide away or jewelry that only serves vanity. 

 

Thievery: Ownership is an illusion. As stated above, hoarding wealth and auspicious displays of it are abhorrent to a Paladin of the Oath of the Heist. These are the individuals who are the target of thievery. Avoid it amongst those less fortunate than you.


Change: Stagnation spawns corruption. A Paladin of the Oath of the Heist is always moving, staying in one place for too long encourages familiarity, and discovery. Hidden in the shadows of society, Oath of the Heist Paladins do not take up permanent residence anywhere, and as with their views on wealth, so do they themselves shift ownership and loyalty.

Channel Divinity

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

Shadow Walk. As an action, you and a number of allies equal to your CHA modifier within 5 ft. of you can teleport up to 60 ft. to a shadow you can see that is at least 5 ft. by 5 ft. in size. If the shadow is only 5 ft., you appear within the shadow and your allies appear in the adjacent spaces surrounding the shadow. If there is not enough unoccupied space around the shadow for the allies you teleported, the additional allies get pushed to the next closest space and takes 1d12 bludgeoning damage. You may choose which allies take this damage.

Influence of Mask. As an action, you can channel divine energy through your mask to either beguile or terrify those around you. You may force any number of creatures within 30 ft. of you to make a CHA saving throw. On a failed save, a creature becomes Charmed or Frightened by you for 1 minute.

 

 

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 the Heist Spells

Aura of the Deceiver

Starting at 7th level, you can make the lies of your allies more believable while simultaneously making your foes more pliable to them. You and friendly creatures within 10 feet of you get +5 to all Charisma skill checks while all enemy creatures within 10 feet of you get -5 to all Charisma saving throws and skill checks.

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

Life Ping

Starting at 15th level, you gain the ability to sense the presence of living beings within a certain radius. You can thrice per day know the location of every living creature within a 1,000 foot cube, centered on yourself. You know their location and their creature type for the moment you ping the area. 

Heist Master

At 20th level, you become the master of heists, capable of single handedly pulling off the greatests of thievery. You can use your action to trigger the following effects for an hour:

  • You can make copies of yourself a number of times equal to your Charisma modifier (minimum of 1). These copies are telepathically linked to you, will follow your commands and can operate independently of you. 
  • You can at will view the perspective of any of your clones. While in this state, you are blinded and deafened in your own body. 
  • You and your clones have advantage on all Charisma saving throws and Dexterity saving throws for the duration.

 

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

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

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