Paladin
Base Class: Paladin

Tenets of Mischief

 

Truth Through Disguise

Reality is fragile; sometimes a lie reveals what honesty cannot.

 

Unmake the Untouchable

No authority is sacred enough to avoid scrutiny—or embarrassment.

 

Freedom Over Form

Order exists to serve people, not the other way around.

 

Never Be Predictable

Routine is a cage. Surprise is liberation.

 

Laugh in Defiance

Even in ruin, humor is resistance against despair.

 

Oath Spells

 

You gain oath spells at the paladin levels listed.

 

Paladin Level Spells

3rd disguise self, charm person

5th mirror image, pass without trace

9th hypnotic pattern, major image

13th greater invisibility, confusion

17th mislead, modify memory

 

These spells are always prepared and do not count against the number of spells you can prepare.

 

Channel Divinity

 

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

 

Divine Doppelgänger

 

As an action, you create an illusory duplicate of yourself in an unoccupied space you can see within 30 feet. The duplicate lasts for 1 minute, is intangible, and occupies your space for the purpose of distracting enemies.

 

While the duplicate is active, attack rolls against you have disadvantage if the attacker can see the duplicate.

 

As a bonus action on your turn, you can swap places with the duplicate, destroying it in the process.

 

Mocking Rebuke

 

When a creature you can see within 30 feet hits you with an attack, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC.

 

On a failed save, the creature is charmed or frightened by you (your choice) until the end of your next turn, and it takes psychic damage equal to your Charisma modifier.

 

On a successful save, it takes half the psychic damage and suffers no additional effect.

 

Aura of Misdirection

 

Starting at 7th level, you emanate an aura of subtle deception while you are conscious.

 

You and friendly creatures within 10 feet of you gain a bonus to Dexterity (Stealth) and Charisma (Deception) checks equal to your Charisma modifier (minimum of +1).

 

In addition, a number of times equal to your proficiency bonus per long rest, you can use your reaction to impose disadvantage on an attack roll made against a creature in the aura.

 

The aura’s range increases to 30 feet at 18th level.

 

Mischievous Smite

 

Beginning at 15th level, when you deal damage with Divine Smite, you can choose to infuse the strike with chaotic illusion.

 

When you do so, the target also suffers one of the following effects of your choice:

 

It is blinded until the end of its next turn.

Its speed is reduced to 0 until the end of its next turn.

It has disadvantage on the next attack roll it makes before the end of its next turn.

Avatar of Mischief

 

At 20th level, you can assume the full mantle of divine trickery as a bonus action. For 1 minute, you gain the following benefits:

 

You gain the benefits of greater invisibility.

You can teleport up to 30 feet as a bonus action on each of your turns, provided you did not make an attack on that turn.

Attack rolls against you have disadvantage.

When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force it to reroll the die (you can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest).

 

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

Oath Spells

| Paladin Level | Spells |


 

| 3rd | *disguise self, charm person* |

| 5th | *mirror image, pass without trace* |

| 9th | *hypnotic pattern, major image* |

| 13th | *greater invisibility, confusion* |

| 17th | *mislead, modify memory* |

 

Chanel Divinity

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

 

Divine Doppelgänger

 

As an action, you create an illusory duplicate of yourself in an unoccupied space you can see within 30 feet. The duplicate lasts for 1 minute, is intangible, and occupies your space for the purpose of distracting enemies.

 

While the duplicate is active, attack rolls against you have disadvantage if the attacker can see the duplicate.

 

As a bonus action on your turn, you can swap places with the duplicate, destroying it in the process.

 

Mocking Rebuke

 

When a creature you can see within 30 feet hits you with an attack, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC.

 

On a failed save, the creature is charmed or frightened by you (your choice) until the end of your next turn, and it takes psychic damage equal to your Charisma modifier.

 

On a successful save, it takes half the psychic damage and suffers no additional effect.

Aura of Misdirection

Starting at 7th level, you emanate an aura of subtle deception while you are conscious.

 

You and friendly creatures within {{scalevalue}} feet of you gain a bonus to Dexterity (Stealth) and Charisma (Deception) checks equal to your Charisma modifier (minimum of +1).

 

In addition, a number of times equal to your proficiency bonus per long rest, you can use your reaction to impose disadvantage on an attack roll made against a creature in the aura.

 

The aura’s range increases to 30 feet at 18th level.

Mischievous Smite

Beginning at 15th level, when you deal damage with Divine Smite, you can choose to infuse the strike with chaotic illusion.

 

When you do so, the target also suffers one of the following effects of your choice:

 

It is blinded until the end of its next turn.

Its speed is reduced to 0 until the end of its next turn.

It has disadvantage on the next attack roll it makes before the end of its next turn.

Avatar of Mischief

At 20th level, you can assume the full mantle of divine trickery as a bonus action. For 1 minute, you gain the following benefits:

 

You gain the benefits of greater invisibility.

You can teleport up to 30 feet as a bonus action on each of your turns, provided you did not make an attack on that turn.

Attack rolls against you have disadvantage.

When a creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your reaction to force it to reroll the die (you can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest).

 

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

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