Paladin
Base Class: Paladin

The Oath of the Trickster calls upon paladins to preserve the sacred mysteries, to speak truths to the powerful, to mock and humiliate the arrogant and oppressive, to bring hope and joy to sufferers, and to foster wonder, surprise, confusion, amusement, and enlightenment. 

Some trickster paladins are the earthly agents of enigmatic deities such as Loki, Tymora, the Daghdha, Hermes, Tyche, the Traveler, Garl Glittergold, or Olidammara. Others may follow a creed of their own devising, adhering to a system of ethics that seems anarchic and inscrutable to others. Many trickster paladins operate in isolation from any formal organization; others are members of anonymous subversive groups whose membership may stretch across nations, continents, and even planes of existence, working to hide, or reveal, or celebrate the mysteries of the multiverse. Such paladins are often allied with like- minded rogues, bards, and clerics.

TONGUE OF THE FABULIST

You can use your Channel Divinity to add a +10 bonus to a single Charisma (deception, persuasion, or performance) check your make.

AURA OF MYSTERY

Starting at 7th level, you constantly emanate an mystical aura that befuddles and distracts your enemies while you're not incapacitated. The aura extends 20 feet from you in every direction. Creatures of your choice within the aura suffer Disadvantage on any Wisdom (insight or perception) checks made against you.

At 18th level, the range of this aura increases to 40 feet.

FOOL'S LUCK

Starting at 15th level, you have inexplicable luck that seems to kick in at just the right moment for you - and the wrong moment for your foes

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out, no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

FORTUNE'S FAVOR

At 20th level, you gain the ability to harness the forces of fortune, fate, and deception. As an action, you can magically become an avatar of trickery, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • Whenever you cast an illusion or enchantment spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against enchantment and illusion spells.

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