Paladin
Base Class: Paladin

The origins of this oath have been lost to time, all that is still known is that it first started somewhere deep in the desert. The oath and its tenets emphasize the trickery of the desert and its mirages, and to use that power to ensure victory over their enemies. The tenets vary by paladin, but they generally follow these core principles.

Victory by Deceit. Those who see dishonesty as a weakness are wrong. It is just another weapon, a tool to help secure your victory over your enemies.

See Through Tricks. You are the deceiver not the deceived. Falling for another’s tricks or lies is beneath you and your power.

Be the Truth. Truth is not set in stone, truth is subjective. By correctly using your power, you are the one to decide what the truth is.

Control. Everything is about control. By controlling the narrative, you control what is true. By controlling others, you have power over them. And by controlling the battlefield, you ensure your victory over your foes.

Channel Divinity

Deceive the Unworthy. As an action, you can use your Channel Divinity to create an illusory layer over reality. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature has a disadvantage on all attack rolls for 1 minute or until you lose your concentration (as if concentrating on a spell).

Hidden Pretense. You can use your Channel Divinity to augment your body language and presence with illusory power. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks for the next 10 minutes.

Aura of the Sandstorm

You can harness your deceptive desert magic as a bonus action to manifest an illusory sandstorm around you. This illusory aura extends 10 feet from you in every direction, but not through total cover. Hostile creatures within the aura can’t see further than 10 feet, and have disadvantage on Wisdom (Perception) and Intelligence (Insight) checks. At 18th level, the range of this aura increases to 30 feet.

Truth Sight

Your eyes can see through the tricks of the world. You always know when you are looking at an illusion, but you can’t see through the illusion. If the illusion is being created by a spell found in your Oath Spells, you also know what spell created the illusion. Additionally, you always know when someone is lying to you.

Mirage Duplicates

You develop the ability to create exact duplicates of yourself with illusions. As an action, you can create 3 illusory duplicates of yourself at points you can see within 60 feet of you. As a bonus action, you can swap places with any of the duplicates, you can also swap places with a duplicate as a reaction to an attack being made against you, this must be done before the attack is resolved. These duplicates last for 1 minute, or until they are destroyed. Each duplicate has the same AC as you and 1 hit point, when they are reduced to 0 hit points they are destroyed. Upon being destroyed, a duplicate explodes with psychic feedback, stunning the creature that destroyed it until the end of the creature’s next turn. Once you use this feature, you can’t use it again until you finish a long rest.

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