Base Class: Paladin
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: Jutabo's Wrath
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.
Headspinner: You can use a Channel Divinity to activate this ability. 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 get an additional 5 feet of movement.
Blinding Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and creatures within 15 feet of the target creature make a WIS saving throw (DC equal to your spell casting DC). On a failure, the next attack made by the creature is rolled at disadvantage.
Level 3: Oath of the Trickster 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 Trickster Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Illusory Script, Faerie Fire |
| 5 | Mirror Image, Misty Step |
| 9 | Haste, Protection from Energy |
| 13 | Stoneskin, Freedom of Movement |
| 17 | Conjure Volley, Commune |
Level 7: Fate Twister
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 15: Impossible Footwork
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 no longer costs extra movement.
Level 20: Jutabo's Emissary
As a Bonus Action, you become the perfect embodiment of your oath for 1 minute.
While this feature is active:
- Confusing Aura: Creates within a 60 foot radius are not able to perceive you. Creatures within 15 feet of you have disadvantage on attack rolls. Creatures within 60 feet of you have disadvantage on WIS/INT skill checks and saving throws.
- 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 Fate Twister feature without expending a use.
- Swift Spells. Whenever you cast a spell that has a casting time of an action, you can cast it using a Bonus Action instead.
Previous Versions
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