Base Class: Paladin
Oath of Mayhem paladins have a deceitful nature about them. Most who come across their path are lucky if they or their loved ones are not somehow cheated, killed or stolen from during the interaction. Swearing loyalty to duplicitous gods gives them the power they desire, but it comes with a cost of creating mayhem around them.
It is untrue to say all paladins in this order are evil, but saving themselves, those close to them, and getting what they want are often above anything else in a paladin's life.
These paladins may be deceitful, but they often are influential in their communities. When on the good side of a paladin in this order, your life will become strikingly easy. People will do favors for you, wondrous items will be suddenly bought at a discount, and people will desire to help you in any journey. Cross them, and you may not have a life to live for very long.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Feigned Defeat. As an action, you present your holy symbol and speak disarming words to your enemy, using your Channel Divinity. Choose one creature within 100 feet of you that you can hear you. That creature must make a Wisdom saving throw, unless it is immune to being charmed. Celestials have disadvantage on this saving throw.
On a failed save, the creature is charmed for 1 minute or until it takes any damage. While charmed, the creature can only use its movement to get closer to you and will use its action with the belief that you and your friends are no longer a threat to them. The next attack on the creature will get +5 bonus to attack and damage rolls.
Culling Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and inflict psychic damage to any of its allies that are within sight. The total number of psychic damage equals 2d8 + your level in this class, divided among the chosen creatures however you like.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Confusion
By 7th level, your ability to deceive has blended with your prowess on the battlefield. This gives you the following effects:
Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. On a hit, the attacked creature must make a wisdom saving throw using your spell save DC. On a failed save, the creature must use its movement to move away from the creature who hit them with the attack. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
Deceitful Action. As a bonus action, you may make a deception check on a creature to gain the following advantages:
- Advantage on the next attack roll on the creature before your next turn.
- Movement away from this creature will not invoke opportunity attacks until your next turn.
Blackguard's Escape
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot 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. Once you use this feature, you must finish a short or long rest before you can use it again
Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
- You are invisible.
- If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
- If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.
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