Base Class: Paladin
You choose the Oath of the Trickster Himself Loki, Spreading his name across the lands in exchange for the powers you wield.
This oath is one of madness, where the goals range from "Saving the World" to "Just going with the flow" in an instant. you are still a force for good but that doesn't restrict you to be a paladin of virtue and order. In fact quit the opposite, you are an agent of chaos with a less then normal upbringing and you believe that anything can be achieved through some mind games. This oath allows you do pave your own future and still protecting the futures of others by putting a smile of their face, right before you trick them into doing something for your gain that may be childish in nature.
Tenets of Trickery
- Kindness- always be a force for good even if you do it in weird and wild ways
- Justice - when something comes in the way of the good in the world you take it down
- chaos and Order - Life needs a bit of madness and life is a game but there's an order to things. play so everyone gets something out of your trickery
- Memory - Never forget what brought you to who you are now and never let go of those you formed bonds with
- Fun - Life is a game and you are the player, live life to the fullest and make sure everyone is having fun
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Play Dead - As a reaction to taking damage, you may present your holy symbol and become invisible. When you become invisible, you may teleport to a new destination within 30 ft of your starting position. When you do, a duplicate of you appears in your previous spot, responding to the damage you took and appears to die to the damage. A creature can use an action and on a successful INT (investigation) check vs CHA (Deception) can perceive this as an illusion.
You may end this effect early if you choose to.
Invoke Duplicity
Starting at 3rd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As a bonus action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can attack and 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Trickster Martyr
Trickster Martyr
7th-level Paladin Feature
You can use your play dead feature whenever a creature attacks another within 10 feet of you that you can see you can then use your reaction to throw an illusion of yourself in front of an attack directed at that creature. When you do, an illusion of you appears within 5 feet of the creature being attacked, responding to the damage they would have taken and the illusion of you appears to die to the damage and stays there until the start of your next turn. At the same time, you become invisible until the start of your next turn. A creature can use an action and on a successful INT (investigation) check vs CHA (Deception) can perceive this as an illusion.
Trickster Martyr
Trickster Martyr
15th-level Paladin Feature
You can use your play dead feature whenever a creature attacks another within 30 feet of you that you can see you can then use your reaction to throw an illusion of yourself in front of an attack directed at that creature. When you do, an illusion of you appears within 5 feet of the creature being attacked, responding to the damage they would of taken and the illusion of you appears to die to the damage and stays there until the start of your next turn. At the same time you become invisable until the start of your next turn. A creature can use an action and on a successful INT (investigation) check vs CHA (Deception) can perceive this as an illusion.
Mythic Trickster
Mythic Trickster
At 20th level, you learn to channel the spirit of the God Loki to briefly become a paragon of Godlike trickery. As an action, you call upon Loki to gain the following benefits for 1 minute:
- You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
- If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
- You can take the Dash or Disengage action as a bonus action.
- You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
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