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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Posted May 6, 2026This is my first homebrew subclass, please let me know how I can improve