Paladin
Base Class: Paladin

The Order of the Duplicitous show two faces at all times. Showing Kindness to all but only when it benefits the Oath.

Channel Divinity

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

Two-Faced. You can use your Channel Divinity to make other believe in you. As a Bonus Action you exude a subtle aura of persuasiveness or deceitfulness that assists you in convincing others. For the next minute you have advantage on all persuasion or deception checks.

Charming Presence - You can use your Channel Divinity to whisper a mundane sounding phrase or course of action. As an action a target within 5 feet must make a Charisma Saving Throw or be Charmed for one minute. The target will take orders or perform actions that are not outright harmful to itself. If the target takes any damage, or sees an ally take damage it gets to make additional Chrisma Saving Throw to end the effect.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Duplicity Spells
Paladin Level Spells

3rd

charm person, shield

5th

detect thoughts, suggestion

9th

charm monster, fear

13th

mass suggestion, mental prison

17th

power word pain, project image

Aura of Glibness

Beginning at 7th level, your glibness is infectious. You and your allies within 10 feet of you, gain proficiency with Persuasion and Deception and have expertise with these two skills.

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

Soul of a Liar

Starting at 15th level, when you fail a persuasion check, deception check, or a creature successfully passes any Saving Throw against being Charmed you may re-roll the result using the new total. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Force of Personality

At 20th level, you can exude a force of personality that overtakes others like wave.

Using your action, you unleash your personality. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, each enemy within 30 feet must make a Charisma Saving throw or be charmed by you for 1 minute.
  • Charm spells you cast can be cast as a Bonus Action.
  • Your Charisma score increases by 6, and can go over 20.

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

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