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### Oath of the Blackguard ##### Tenets of the Blackguard A paladin who embraces the Oath of the Blackguard 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 observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others. ##### Oath Spells | Paladin Level | Spells | |:---:|:-----------:| | 3rd | Charm Person, Expeditious Retreat | | 5th | Invisibility, Mirror Image | | 9th | Gaseous Form, Haste| | 13th | Confusion, Greater Invisibility | | 17th | Cloudkill, Dominate Person | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Conjure Duplicate.*** As a bonus 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 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, creatures with blindsight, are unnafected by the illusion. ***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. You may use this Channel Divinity as part of the bonus action used to make an attack using two weapon fighting
##### Credits WK#7275 and ZeroDarkFang#1501 On Discord Based on Treachery Paladin UA
\columnbreak #### Aura of Chaos Starting at 7th level, you emanate an aura of discord, which gives you the following benefits. ***Cull the Herd.*** You have advantage on melee 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 against 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, and regain expended uses of it when you finish a short or long rest. #### Treacherous 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 teleport up to 30 feet to a spot you can see. Each creature within 10 feet of your previous space must make a Constitution saving throw or take 3d10 poison damage, or half as much on a successful save, and be poisoned for 1 minute. At the end of its turn, a creature may repeat the saving throw, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a short or long rest. #### Icon of Venom At 20th level, you gain the ability to harness vitriol and poison. As an action, you can magically become an avatar of venom, gaining the following benefits for 1 minute: - You become invisible, along with anything you are wearing or carrying. - If you have advantage on an attack roll, you deal 10 additional poison damage on a hit. - You may choose to have your Divine Smite and Improved Divine Smite feature deal poison damage instead of radiant damage. - You are immune to poison damage and the poisoned condition, and poison damage you deal ignores resistance. - You regain the use of your Treacherous Escape the beginning of your turn, instead of at the end of a short or long rest. Once you use this feature, you can’t use it again until you finish a long rest.