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Oath of Wile

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of Wile Spells
Paladin level  Spells
3rd  charm person, Tasha's hideous laughter
5th  moonbeam, suggestion
9th  blink, hypnotic pattern
13th  charm monster, greater invisibility
17th  dominate person, dream

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fey Step. As a bonus action, you can use your Channel Divinity to unlatch yourself from the material world. As part of the bonus action, and as a bonus action on subsequent turns, you can teleport up to 10 feet to an unoccupied space you can see. This effect lasts for 1 minute, or until you're incapacitated.   Trickster's Wit. You can use your Channel Divinity to channel the perceptive guile of the fey, piercing illusions and spinning lies with ease. As a bonus action, you grant yourself a +5 bonus to Charisma (Deception) checks, and Intelligence (Investigation) checks to discern illusions for the next 10 minutes.

Afterimage

Starting at 7th, you can create illusions to beguile your foes. Once per turn, when you hit a creature with a melee attack, you can create an illusory copy of yourself in your space. While the illusion is present, attacks made against you have disadvantage. When a creature misses you with a melee attack, the illusion lashes out, dealing psychic damage equal to your Charisma modifier to the creature. The illusion lasts until the start of your next turn, or until it deals damage.

Veil of the Fey

At 15th level, your magic warps the air around you when you channel it, obscuring your form and giving you the upper hand. When you expend a spell slot, you can become invisible until the start of your next turn, or until you attack, make a damage roll, or force someone to make a saving throw.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Icon of Guile

At 20th level, you can tap into the raw energy of the Feywild, masking your form with unearthly beauty and power. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:
  • As a reaction when a creature misses you with an attack, you can cause it to become charmed by you until the end of your next turn.
  • Whenever you deal damage to a charmed creature with a weapon attack, you can use the maximum result of the weapon's damage dice instead of rolling.
  • Your weapon attacks deal additional psychic damage equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.

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