BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Oath of Treachery

Oath Of Treachery Spells
Paladin Level  Spells
3rd  charm person, disguise self
5th  invisibility, mirror image
9th  feign death, haste
13th  confusion, greater invisibility
17th  dominate person, mislead

Channel Duplicity

When you take this oath at 3rd level, you gain the following Channel Divinity option.
Conjure Duplicate. As an action, you can use your Channel Divinity to create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion 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 uncanny the illusion is.   Words of Treachery. Starting at 10th level, as an action you can use your Channel Divinity to utter a charmed word to a creature within 60 feet of you that can hear you. It must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

Aura Of Treachery

Starting at 7th level, you constantly emanate an aura of discord, which gives you the following benefits while you're not incapacitated.   Despairing Presence. Whenever a creature within 5 feet of you makes a saving throw you can use your reaction to impose disadvantage on that saving throw.   Treacherous Avoidance. If a creature within 5 feet of you misses you with a melee attack, or makes a melee attack against an illusionary duplicate of yourself, 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. You can use this ability three times. You regain expended uses of it when you finish a short or long rest.

Blackguard's Escape

Starting at 15th level, you gain 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. 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 can become an avatar of deceit as an action, gaining the following benefits for 1 minute.
  • You are Invisible.
  • As a bonus action you can use your Conjure Duplicate feature without expending your Channel Divinity, and your concentration can maintain up to five of these duplicates at a time.
  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level. You can only gain this benefit once per turn.
Once you use this feature you can’t use it again until you finish a long rest.

Comments

Please Login in order to comment!