Paladin
Base Class: Paladin

The Oath of Mystification binds paladins to gods and principles that reject certainty. To these knights, truth is not a virtue but a weapon, and a dangerous one at that. A direct answer narrows possibility, reveals intent, and grants power to one's enemies. Better that every path remain obscured, every motive questioned, and every certainty dissolved into doubt.

Paladins who swear this oath become masters of indirection. They answer questions without answering them, reveal secrets without speaking them, and wage war not by destroying conviction, but by eroding it. Where other paladins inspire confidence, these enigmatic champions cultivate uncertainty until their foes no longer trust their senses, their allies, or even themselves.

Tenets of Mystification

Though the exact teachings vary between orders, paladins of Mystification share these principles.

Conceal Certainty

A revealed truth is a surrendered advantage.

Answer Sideways

The direct path is seldom the safest. Speak around a matter until others discover their own conclusions.

Foster Doubt

Conviction breeds predictability. Uncertainty breeds caution.

Preserve Possibility

Never allow a single interpretation to dominate when many may exist.

Level 3: Oath of Mystification Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Mystification Spells table, you thereafter always have the listed spells prepared.

Oath of Mystification Spells
Paladin Level Spells
3 Command, Disguise Self
5 Mirror Image, Blur
9 Fear, Spirit Guardians
13 Confusion, Phantasmal Killer
17 Geas, Modify Memory

Level 3: Code of Mystification

When you take the Oath of Mystification, you have advantage on Wisdom (Insight) checks made to interpret the speech, intent, and coded meanings of other creatures who follow the Oath of Mystification.

Level 3: Channel Divinity: Misdirect Blame

When a creature you can see targets you with an attack, spell, or other harmful effect, you can use your reaction and expend one use of your Channel Divinity to present yourself as an unsuitable target.

The creature must make a Wisdom saving throw against your paladin spell save DC. On a failed save, the creature cannot willingly target you with attacks, spells, or harmful abilities for 1 minute. If no other valid targets exist, the creature may target you normally.

The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

A creature that succeeds on the initial saving throw is immune to this effect for 24 hours.

Level 3: Channel Divinity: Sideways Answer

As an action, you can expend one use of your Channel Divinity and present a divine veil over your speech. For 10 minutes, you cannot knowingly provide a direct answer to a question. You have advantage on Charisma (Deception) and Charisma (Persuasion) checks. Creatures have disadvantage on Wisdom (Insight) checks made to discern your intentions or determine whether you are withholding information. Magical effects that would reveal whether you are speaking truthfully reveal only that you sincerely believe your statements.

While this effect lasts, any answer you provide must avoid directly addressing the core of the question.

Level 7: Aura of Mystification

Friendly creatures within 15 feet of you are difficult to read and predict. They gain a +1 bonus to Dexterity (Stealth) checks. In addition, creatures of your choice within the aura suffer a penalty to Wisdom ability checks and Wisdom saving throws equal to your Charisma modifier (minimum of -1).

At 18th level, the range of this aura increases to 30 feet.

Level 15: Fractured Existence

You are permanently affected by a supernatural uncertainty. Whenever you make an attack roll or saving throw, you must subtract 1d4 from the result. This effect cannot be removed or suppressed.

However, whenever a creature chooses you as the target of an attack, spell, or other harmful effect, that creature must make a Wisdom saving throw against your paladin spell save DC.

On a failed save, the creature is charmed by you until the start of its next turn, and the triggering attack, spell, or effect is wasted.

Once a creature succeeds on this saving throw, it is immune to this feature for 24 hours.

Level 20: Avatar of Mystification

Using your action, you undergo a transformation that lasts for 1 minute. During this time, you are under the effects of Greater Invisibility. Opportunity attacks against you are made with disadvantage. Whenever you hit a creature with an attack, you can teleport to an unoccupied space you can see within 30 feet. Creatures of your choice that start their turn within 30 feet of you must succeed on a Wisdom saving throw against your paladin spell save DC or be unable to target you with attacks, spells, or harmful effects until the start of their next turn.

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

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