Base Class: Paladin
The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.
Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Conjure Duplicate: As an action, you create a perfect illusion of yourself that lasts for 1 minute (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Poisin Strike:You can use an action, you touch one weapon or a group of ammunition and conjure a special poison on it . The poison last for 1 minute. The next timeyou hit a targer with an attack using that weapon orammunition , the target takes poison damage immediantle after the attack . The poison damage equals 3d10+your paladin level, or 30 + your paladinlevel of you has advantige on the attack roll.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
invisibility, [Tooltip Not Found] |
|
9th |
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13th |
|
|
17th |
[Tooltip Not Found], passwall |
Aura of Treachery
By 7th level,
You emanate an aura of discord, which gives tyou the following benefits.
-Cull the Herd: You have advantage on melle attacks rolls against any creature that has one or more of its allies witthin 5 feet of it
-Treacherous Stike: If a creature within 5 feet of you misses you with a melle attack, you can use your reaction to force the attacker to reroll tgat attack against a creature of your choice that is also within 5 feet you. You can use this ability time equal your charisma mod. You regain expended uses of it when you finish a short or long rest .
Black guards escape
Starting at 15th level,Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible intule the end of your next turn or until you attack, deak damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
Icon of Deceit
At 20th level, you assume the fomre of treachery it self . You gain the followingg benefits fot 1 minute :
- You are invisible
- If a creature damages you on its turn, the creature must succeed on a Wisdom saving throw or be you control its next action, provided that you arent incapacitated when it takes the action.
- if you have advantage on the attacl roll you gain a bonus to its damage roll equal to your paladin level
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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