Base Class: Paladin
Paladins of Trickery believe in freedom above all else, they are mischief makers and instigators who constantly challenge the accepted order among both gods and mortals. Whether their desire for liberty is personal or something they believe in to improve society, these paladins range from thieves and scoundrels, to rebels and liberators; but as a whole, they are a disruptive force in the world, puncturing pride, mocking tyrants, seizing their destiny, pursuing their desires, and walking unbridled and untethered to wherever they drift towards.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Trickery 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 |
Benign Trickery
Beggining when you first choose this oath at 3rd level, you learn the Minor Illusion cantrip. It counts as a paladin spell for you.
Channel Divinity
Also at 3rd level, you gain the following two Channel Divinity options.
Invoke Duplicity. As an action, you create a perfect illusion of yourself that lasts for 1 minute or until you lose concentration. The illusion appears in an unoccupied space that you can see within 30 feet of you. On your turn, you can mentally command your duplicate to move up to 30 feet to a space you can see, but it must remain within 120 feet of you (no action required).
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, 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, given how distracting the illusion is to the target.
While your duplicate is active, whenever you take damage, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failed safe, the duplicate vanishes. If you have the War Caster Feat, you make this Constitution saving throw with advantage.
Chainbreaker's Liberation. As an action, choose a number of creatures within 30 feet of you up to a number equal to your proficiency bonus. They can automatically escape any grapple or restraint, or use their reaction to stop being charmed.
Trickster's Escape
Starting at 7th level, you gain 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]invisible[/invisible] until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Treacherous Strike
Beginning at 15th level, you can turn an enemy's attack against their own. As an action, you can target a Large or smaller creature within 60 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or become charmed by you. On the affected creature's turn, you can command it (no action required) to move up to half its speed and use its action to do one of the following:
- Interact with an object.
- Make a single attack.
- Do nothing.
The control lasts for 1 minute, and the creature makes a new saving throw at the end of each of its turns, ending the effect on itself on a success. At 17th level, you can use this feature to target a Huge or smaller creature. You can use this feature once, and gain the ability to do so again when you finish a short or long rest.
Icon of Trickery
At 20th level, as an action, you may cast the True Polymorph on yourself, without expending a spell slot. When you cast the spell in this way, your concentration can't be broken by damage, but it only lasts for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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11/30/2022 1:31:37 AM
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