Base Class: Paladin
Paladins who take the Oath of the Trickster follow chaotic gods whose interest lies in trickery and deceit rather than straight violence. Paladins of this ilk usually like to go with the flow of fate and aim to challenge the vain and arrogant. There are some paladins who will use trickery for their own ends, but many will use them to protect the downtrodden and break the chains of tyrants. There are some paladins who will use trickery for their own ends, but many will use them to protect the innocent
These Paladins share the following Tenets:
- Use all your wits, trickery, and guile at your disposal before resorting to violence
- Humble the vain and arrogant
- Beware your own pride
Level 3: Hexed Smite
You humble your foes who dare attack you or your allies. Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and curse the target with a Level 2 Hex spell. Additionally, if an ally you can see takes damage from a creature, you may use your Reaction to put a Level 2 Hex on that same creature.
Level 3: Oath of the Trickster Spells
You always have the following spells prepared when you reach a certain level:
Level 3- Minor Illusion, Disguise Self, Silent Image, Charm Person
Level 5- Invisibility, Nystul's Magic Area, Suggestion
Level 9- Fear, Phantom Steed, Major Image
Level 13- Confusion, Greater Invisibility, Hallucinatory Terrain
Level 17- Dream, Mislead, Yolande's Regal Presence
Level 3: Gifts of the Trickster
Your oath requires you to try and solve everything with guile instead of violence. You gain the following benefits to help you:
Silver Tongue. You gain Expertise in Deception and Persuasion.
Soft-Footed. You gain Expertise in Stealth.
Illusionist. You may expend one Channel Divinity charge to cast Minor Illusion or Invisibility as a Bonus Action.
Insightful. You may expend one Channel Divinity charge to gain Advantage on Insight checks for 1 hour.
Softer Plate. When you are wearing Heavy Armor, you have a -1 to Stealth checks instead of Disadvantage.
Level 7: Aura of Invisibility
You gain +1 to Initiative. At the beginning of each combat, you gain the Invisible condition until you attack, take damage, or are detected by magic.
In addition, whenever an ally enters your Aura of Protection, they also gain the Invisible condition until you attack, take damage, or are detected by magic.
Level 15: Aura of Illusion
When combat starts and you have the Invisible condition you can teleport to a place within 120 feet that you can see and keep the Invisibility condition. In addition, you leave an illusory version of yourself behind.
You may also select up a number of allies up to your Charisma modifier to teleport with you and leave an illusory cop of each of them as a Bonus Action.
These illusions don't work on those with Truesight. However, others must make a DC 10 plus your Charisma and Strength modifier Investigation check to determine that the illusions are illusions. Otherwise, these illusions and your invisibility continue for 1 minute, you attack, or you take damage. When you make this attack, your damage is doubled.
Note: Each illusion is connected to the creature it is pretending to be, and the illusions will only end if they are discovered, or their creature attacks or takes damage.
Level 20: Master of Misdirection and Deception
Your guile has caused your power to reach great heights, you channel your mastery of trickery to gain the following benefits. You may activate this feature as a Bonus Action, and it lasts for a number of hours equal to your Charisma modifier. You may use this feature once per Long Rest, and when its active you gain the following benefits:
Truesight. A master deceiver is able to see through the lies of others. You are blessed with Truesight, and gain all the benefits of it.
Perfect Disguise. When you are in disguise or pretending to be someone else your foes have Disadvantage on rolls trying to expose you.
Misdirection. When a creature rolls to attack one of your allies, you may use your Reaction to cast a small illusion, and the creature must make a DC 15 Investigation check, or they will automatically roll a 1. The illusion disappears after this, and its appearance is completely your choice.
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