Base Class: Paladin
"Freedom is sacred. Chains are a lie. Laughter is sharper than any blade."
Paladins who swear the Oath of Trickery believe that freedom is among the highest virtues. They oppose tyranny, break chains both literal and figurative, and rely on wit where others rely on brute strength. To them, deception is not an end in itself, but a means to preserve liberty, humble the arrogant, and avoid needless bloodshed. Whether they serve a trickster deity, an archfey, or simply embody the ideals of cunning and freedom, these paladins are impossible to predict and even harder to restrain.
Tenets of Trickery
Freedom Above All
No chain should remain unbroken, whether forged of iron, fear, or tradition.
A Clever Mind Triumphs
Outwit your enemies before you outfight them.
Laughter is Sacred
Never lose your sense of joy. Even in darkness, laughter reminds the world that evil has already begun to lose.
Expose Tyranny
The proud deserve ridicule before they deserve punishment.
Mercy Through Misdirection
Whenever deception can spare bloodshed, it is the wiser path.
Level 3: Trickster's Gambit
As a Bonus action, you can expend one use of your Channel Divinity to embody the impossible grace and unpredictability of your oath for 1 minute.
While this feature is active:
- Opportunity attacks against you are made with disadvantage.
- Once on each of your turns, immediately after you hit a creature with a weapon attack, you can teleport up to 15 feet to an unoccupied space you can see.
- If you teleport adjacent to a different creature, that creature has disadvantage on the next attack roll it makes before the start of your next turn.
- Whenever you deal Divine Smite damage, you may choose for that damage to be Radiant or Psychic.
Level 3: Oath of Trickery Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Speak with Animals |
| 5 | Misty Step, Pass without Trace |
| 9 | Blink, Plant Growth |
| 13 | Dimension Door, Hallucinatory Terrain |
| 17 | Mislead, Tree Stride |
Level 3: Twist of Fate
3rd-level Oath of Trickery feature
Your oath grants you the ability to twist fate at the most pivotal moments.
When a creature you can see within 30 feet rolls a natural 1 or natural 20 on an attack roll or saving throw, you can use your reaction to reverse fate.
- A natural 20 becomes a natural 1.
- A natural 1 becomes a natural 20.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Level 7: Aura of Unbound Paths
7th-level Oath of Trickery feature
While you are conscious:
- Opportunity attacks made against you and friendly creatures within your Aura are made with disadvantage.
- Whenever a creature hits you or a friendly creature within your Aura with an opportunity attack, that attacker takes Psychic damage equal to your Charisma modifier (minimum of 1).
- You and friendly creatures within your Aura have advantage on ability checks and saving throws made to avoid or end the Grappled or Restrained condition.
At 18th level, the range of this Aura increases to 30 feet, and the Psychic damage increases to twice your Charisma modifier.
Level 15: Impossible Footwork
15th-level Oath of Trickery feature
Your movements become impossible to predict or restrain.
You gain the following benefits:
- You are immune to the Grappled and Restrained conditions.
- Your speed can't be reduced by magical or nonmagical effects.
- Standing from prone costs only 5 feet of movement.
- Climbing and swimming no longer cost extra movement.
Level 20: Living Paradox
20th-level Oath of Trickery feature
As a Bonus Action, you become the perfect embodiment of your oath for 1 minute.
While this feature is active:
- You are under the effects of Greater Invisibility.
- You are immune to the Charmed and Frightened conditions.
- You can move through other creatures' spaces. If you end your turn inside another creature's space, you are moved to the nearest unoccupied space of your choice.
- You can use your Twist of Fate feature without expending a use.
Once you use this feature, you can't use it again until you finish a Long Rest.
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