Base Class: Paladin
The Oath of Change is a promise to defy fate. Paladins that take this path strive to bring joy to a land of despair, to ignite rebellions against tyranny, and work against the flow of destiny to bring a healthy bit of chaos to the world around them.
TENETS OF CHANGE
The tenets of change are flexible, just like the paladins that take the oath, but mainly follow these guidelines as a foundation:
Adapt. Strive to be adaptable and change yourself to further change the world. Do not let yourself become as unbendable as the societies you wish to change.
Protest. If something is immoral, speak out! If the law is wrong, then fight against it! Laws exist to protect, but if they fail then they must be changed.
Facade. Even in the face of adversity or even death, never let your despair reveal itself. You must be the paragon of your ideals; never break face!
Chance. Take risks and take every opportunity you can. You never let chance fly you by and you refuse to let destiny take its path; defy fate and change the world!
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Change Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Change Spells
| Paladin Level | Spells |
|---|---|
| 3rd | faerie fire, hideous laughter |
| 5th | suggestion, enlarge/reduce |
| 9th | hypnotic pattern, counterspell |
| 13th | polymorph, confusion |
| 17th | animate objects, seeming |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Divine Trickery. You can use your Channel Divinity to sneak around your foes. As a bonus action, you and everything you are wearing or carrying become invisible for 10 minutes. The effect ends if you attack or cast a spell. If you break the effect by attacking with a melee weapon, the attack does an additional 1d8 radiant damage on a hit.
Parlor Trick. As a bonus action, you can use your Channel Divinity to enhance your trickery. For the next 10 minutes, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. During this time, you can touch an object (that can fit within a 5 ft cube) and make it disappear into a pocket dimension. You may do this to a number of objects equal to your charisma modifier (minimum of 1). At the end of the 10 minutes, you can no longer make objects disappear, but the objects that are in the pocket dimension will stay for another hour and reappear in an unoccupied space within 5 ft of you, or until you use your action to make them reappear in an unoccupied space within 5 ft of you(you may choose to make any number of the objects reappear when you use this action).
Hidden Aura
Starting at 7th level, you manifest spectral energy around you. You and friendly creatures within 10 feet of you gain a bonus to Dexterity (Stealth) checks equal to your Charisma modifier (minimum of +1) while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Cheat Fate
Starting at 15th level, you can drastically alter the tides of fate. As a reaction when you or a creature within 60 ft of you rolls a natural 1 or a natural 20 on an ability check, saving throw, or attack roll, you may choose to flip the roll and change a natural 1 into a natural 20 or vice versa.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Agent of Chaos
At 20th level, you can become a force beyond the eyes of fate. As an action, you can magically gain the following benefits for 1 minute:
- You become under the effects of greater invisibility without concentration.
- You cannot be detected by any senses or divination, not even true sight or blind sense.
- Your melee weapon attacks deal an additional 1d8 points of radiant damage.
- If you succeed on a wisdom, charisma, or intelligence saving throw, you may choose to reflect the effect back at the creature that targeted you and have that creature make a saving throw against its own effect.
Once you use this feature, you can’t use it again until you finish a long rest.
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