Base Class: Paladin
The Oath of Conspiracy binds paladins to a vision of the world shaped by patterns unseen and truths unspoken. To them, chaos is never random, and misfortune is not mere chance. They are driven by an unshakable conviction that dark forces—whether mortal cabals, otherworldly manipulators, or incomprehensible cosmic truths—are pulling the strings of reality. While others dismiss their claims as delusions, these paladins know they alone have the clarity to stand against such hidden threats. Many who swear this oath come from lives marked by isolation, betrayal, or revelation. Perhaps they uncovered a truth no one else could see, only to be mocked or cast aside. Perhaps they survived an inexplicable event, convinced it was not what it seemed. Some are self-taught scholars who see patterns where others see coincidence, while others were chosen—or so they believe—by unknown forces to reveal the “truth” to the world. These paladins often incorporate symbols of their conviction into their appearance: intricate patterns of eyes, spirals, and broken circles etched into their weapons and garments. They may speak in fervent, measured tones, their words carrying an unnerving weight, or mutter feverishly as though piecing together a puzzle no one else can solve. They are the lone sentinels against the unknown, punishing the deceivers and those too blind to accept what they see.
These paladins share the following tenets:
- The Truth is Clear. Doubt is weakness; clarity is strength. Hold fast to your beliefs, even when others deny you.
- Silence the Doubters. Those who deny the truth enable the darkness. Their ignorance must not be allowed to spread.
- Conviction is Strength. Your belief alone can shape the world. Never waver, even when the evidence challenges you.
- Order from Chaos. There are no coincidences, only connections. The world is a puzzle, and you must be its solver.
Level 3: Oath of Conspiracy Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Command, Cause Fear |
| 5 | Hold Person, Detect Thoughts |
| 9 | Enemies Abound, Hypnotic Pattern |
| 13 | Confusion, Phantasmal Killer |
| 17 | Dominate Person, Modify Memory |
Level 3: Delusional Manifestation
As an action, you force a creature you can see within 30 feet to question its perception. The creature must make a Wisdom saving throw or become incapacitated until the end of your next turn.
Level 3: Indignant Rebuke
When a creature succeeds on a saving throw against your spell or ability, you can use your reaction to deal radiant damage equal to twice your Charisma modifier.
Level 7: Aura of Conviction
You and creatures of your choice within 10 feet gain immunity to the frightened condition. Additionally, when a creature fails a saving throw against charmed, frightened, or any illusion effects caused by you or an ally, they have disadvantage on their next saving throw before the end of their next turn.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Soul of Vengeance
As a reaction when a creature attacks you, you can force it to make a Wisdom saving throw against your spellcasting modifier . On a failure, the attack misses, and the creature has disadvantage on attack rolls until the end of its next turn.
Level 20: Architect of Illusion
As an action, you reshape reality with your delusions for 1 minute, gaining the following benefits:
- Warped Reality: Enemies within 30 feet treat creatures of your choice as lightly obscured, imposing disadvantage on their attack rolls.
- Indignant Authority: When you deal radiant damage to a creature, you can force it to make a DC 14 Wisdom saving throw or be charmed or frightened (your choice) until the start of your next turn.
- Denial of Truth: You are immune to psychic damage and cannot be affected by illusion spells or compelled to speak the truth (e.g., immune to Zone of Truth).
Once you use this feature, you can’t use it again until you finish a long rest.







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