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.
A few 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
Tenets of Treachery
A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
Treachery Spells
An Treachery paladin loses previously gained oath spells and instead gains the following Treachery spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, bane |
| 5th | invisibility, mirror image |
| 9th | nondetection, fear |
| 13th | greater invisibility, dominate beast |
| 17th | mislead, dominate person |
Channel Divinity
A Treachery paladin of 3rd level or higher gains the following two Channel Divinity options.
Deceitful Ruin. As an action, you present your holy symbol and whisper a few dreadful words only your target can hear, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being blinded. Humanoids have disadvantage on this saving throw.
On a failed save, the creature is blinded for 1 minute or until it takes any damage. While blinded, the creature's speed is halved.
Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. If you have advantage on the attack roll, treat each die rolled for the poison damage from this effect attack as if it rolled the maximum number.
The poison damage dealt starts at 2d8, increases to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level and 6d8 at 17th level.
Aura of Treachery
Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.
Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this twice, and regain expended uses of it when you finish a short or long rest.
Blackguard's Escape
At 15th level, you have the ability to slip away from your foes. 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 until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. You can use this feature three times per long rest.
Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
• You are invisible.
• If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC). On a failure you can force them to use the attack action on their next turn. Any attacks made with this attack action must be targeting a creature other than you unless there's no other creature in range of their attacks. A creature automatically succeeds on the save if the creature is immune to being charmed.
• If you have advantage on an attack 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.
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