Paladin
Base Class: Paladin

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Treachery Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Treachery Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Guts and Guile. You can cast the spell detect thoughts with your Channel Divinity. While concentrating on this spell, you can’t be surprised, and any critical hit against you becomes a normal hit. Any effects triggered by a critical hit are canceled.

Acid Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special acid on it. The acid lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes acid damage equal to 2d10 + your paladin level.

Aura of Treachery

Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability a number of times equal to your Charisma modifier, and regain expended uses of it when you finish a short or long rest.

Blackguard's Escape

At 15th level, you have 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 until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

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

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