Oath of Secrecy
There's no need to ask about the origin, identity, or aims of the Oath of Secrecy . It's never been known, nor revealed. It is often opined, optimistically, that these paladins are all quietly guarding us against some unseen threat.
Perhaps they are the real thr-
Vanish. As an action, you can designate a 20 foot cube on your current plane of existence. You attempt to conceal all creatures and objects within that area that are familiar to you. The targets, alongside anything they are wearing or carrying, become invisible for the next 8 hours, and can't be heard by creatures outside the area. This effect ends for a target if it leaves the area, makes an attack, forces a creature to make a saving throw, or willingly damages a creature. Shoot The Messenger. As an action, you describe an object or event, and you use your Channel Divinity to learn the names and locations of the creatures that most recently spoke about that object or event. The number of creatures you learn about is equal to your Charisma modifier (minimum of 1).
Perhaps they are the real thr-
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Secrecy table. See the Sacred Oath class feature for how oath spells work.Oath of Secrecy Spells | |
---|---|
Paladin Level | Spell |
3rd | alarm, illusory script |
5th | detect thoughts, silence |
9th | sending, glyph of warding |
13th | mordenkainen's private sanctum, greater invisibility |
17th | modify memory, rary's telepathic bond |
Bonus Proficiency
At 3rd level, you gain proficiency in one skill of your choice from Deception, Investigation, Sleight of Hand or Stealth.Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.Vanish. As an action, you can designate a 20 foot cube on your current plane of existence. You attempt to conceal all creatures and objects within that area that are familiar to you. The targets, alongside anything they are wearing or carrying, become invisible for the next 8 hours, and can't be heard by creatures outside the area. This effect ends for a target if it leaves the area, makes an attack, forces a creature to make a saving throw, or willingly damages a creature. Shoot The Messenger. As an action, you describe an object or event, and you use your Channel Divinity to learn the names and locations of the creatures that most recently spoke about that object or event. The number of creatures you learn about is equal to your Charisma modifier (minimum of 1).
Aura of Mystery
Beginning at 7th level, you can choose to emit an aura that hijacks all divination spells within 10 feet of you and mellows and blurs the area around you. Divination spells return random readings and visions about any creature or object within this aura, unless they are cast by you or your allies. The aura also turns bright light in the area to dim light, and dim light into nonmagical darkness. At 18th level, the range of this aura increases to 30 feet.Choking Blow
Beginning at 15th level, whenever you hit a creature that has not yet acted in combat with a melee weapon attack, the target must succeed on a Constitution saving throw against your spell save DC or lose its ability to speak or vocalize for 1 minute. The target may not cast spells that include a verbal component during this time. An affected creature can use its action to repeat the saving throw, ending the effect on a success.Vanishing Point
At 20th level, you can embody the subtlety of your oath. For 1 hour, you gain the following benefits:- You become a blur of speed. Your movement is doubled, and you are invisible while moving and attacking.
- You can cast spells and activate items without using any of their verbal components or command words.
- You have advantage on all Charisma checks, and magic that would determine if you are telling the truth indicates that you are being truthful.
Tenets of Secrecy
The tenets of the Oath of Secrecy, and indeed its very existence, go unspoken by those bound by it. The oath does not sway toward any particular alignment, though often the powers it grants are used for evil. Its four central principles are simple. Blend with the Masses. Draw as little attention to yourself as possible, and try to appear unremarkable to outsiders. Try to avoid open combat, and dispatch your foes quietly instead. Listen to others, and don't put yourself on a stage. Keep your Lair Guarded. Should you feel the need, maintain a safe house where you can speak freely without fear of being seen or heard by anyone. If you make one, keep that safe house warded against all possible intrusion. Keep your Actions Secret. If your actions would give away your power or aims, attempt to conceal them or pass them off as something else. Keep your Aims Secret. Let nobody know the extent of your true motivations and goals, unless they are your most trusted allies. If any else should find out, silence them before they can pass on such information.What are you Hiding?
Representatives of this oath usually adopt it because they are hiding something. Perhaps they're part of a government agency devoted to eliminating extraplanar demonic threats, a lone political assassin, a mercenary guarding a smuggling operation, or an obsessive conspiracy theorist that uncovered a terrifying truth. You can design the exact nature of this secret, and you have all the tools you need to create and defend your own personal hideout. Have fun!
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