Oath Breaker

The Oath of
Treachery
is the path followed by
paladins
who
have forsworn
other
oath
s
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
do
es
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.
Many of
these paladins pay homage to demon
lords, especially Grazz’t and Orcus. E
ven 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 trea
chery.
Fallen Paladins
The Oath of Treachery is an option for
the
paladin
who
has strayed from
another
Sacred Oath or who has
rejected the traditional paladin life
. This option exists
alongside the Oathbreaker
in the
Dungeon Master’s
Guide
. DMs are free to
use either
option
to model
villainous
or fallen
paladins.
If you switch to this oath from another
one
, replace
all of the previous oath’s features with the features of
this one
, and i
f
you
renounce
this oath, replace
its
features with
the f
eatures of the
new one.
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 o
bserved that
a
blackguard’s
overwhelming concern is power
and safety, especially if both can be obtained at
the expense of others.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of
Treachery
Spells
Paladin Level
Spells
3rd
charm
person, expeditious retreat
5th
invisibility, mirror image
9th
gaseous form, haste
13th
confusion, greater invisibility
17th
dominate person, passwall
Channel Divinity
When you take this oath at 3rd level, you gain
the following two Channel Divinity
options.
Conjure Duplicate
.
As an action, you 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 i
s
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 with
in 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.
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. The poison damage
equals
2d10 + your paladin level
, or
20 + your
paladin level
if you had advantage on the attack
roll
.
Aura of
Treachery
Starting at 7th level,
you
emanate
an aura of
discord, which gives you the following benefits
.
©2016
Wizards
of the Coast LLC
3
Cull the Herd.
You
have
advantage on
mel
ee
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
again
st 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 ability three times.
You 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 e
nd 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 gain the ability to emanate
feelings of treachery
.
As an
action, you
can
magically
become a
n
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 sa
ving 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 imm
une 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.

Oath Breaker

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