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## Oath of Secrecy *Some truths were never meant to be uncovered; some should stay buried beneath the surface, unable to do harm. However, secrets are hard to keep, and sometimes, a particularly curious or unlucky individual may find themselves with knowledge best left unknown. The Oath of Secrecy ensures that some things stay hidden... no matter the cost.* #### Secrets | d6 | Secret | |:----:|:-------------------------------------------| | 1 | You know the whereabouts of an extremely dangerous individual that many people are searching for. | | 2 | You know a truth about the rulers of your nation that would undermine their authority and cause it to crumble. | | 3 | You know a secret about yourself that would put you in grave danger if it was revealed. | | 4 | You know about an item that you haven't been able to use yet, but want to harness the power of. | | 5 | You know about a plot by a mysterious group of people to bring about a new age. | | 6 | You know that something nearly every person knows to be true is actually a lie. | #### Tenets of Secrecy Unlike most other paladin oaths, the Oath of Secrecy is sworn without any witnesses. **Protect.** Protect your secret at all costs, in order to protect others from the truth. **Withhold.** Keep dangerous or compromising information to yourself, for the good of all involved. Lie if you must, because keeping your secret is more important than notions of right and wrong. **Silence.** Silence those who seek to bring your secret knowledge to light, by any means necessary. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Secrecy Spells | Paladin Level | Spells | |:-------------:|:-------------------------------------------| | 3rd | *disguise self, dissonant whispers* | | 5th | *arcane lock, pass without trace* | | 9th | *glyph of warding, blink* | | 13th | *Mordenkainen's private sanctum, Otiluke's resilient sphere* | | 17th | *modify memory, seeming* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Silent Will.** You can use your Channel Divinity to imbue others with furtiveness. As an action, you may expend your Channel Divinity on yourself or an ally that you can see. For the next hour, they have advantage on Deception, Stealth, and Sleight of Hand checks. **Warding Energy.** You can use your Channel Divinity to repel others away from you. Choose an enemy within 60 ft that you can see. For up to 1 minute, the enemy must use at least 5 feet of their movement on each of their turns to move away from you. In addition, while this effect is active, the enemy may not approach you. At the start of its turn, the enemy must make a Wisdom saving throw against your paladin spell save DC, ending the effect on a success. ### Aura of Confidentiality Starting at 7th level, you constantly emit an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. You and any allies in your aura are unable to be forced to divulge information, and are immune to the effects of divination magic used against them. At 18th level, the range of this aura increases to 30 feet. ### Determined Warden At 15th level, you learn to harness the power of your forbidden knowledge to inspire in your enemies the same dread that it inspires in you. You gain +1 to all attack rolls. In addition, once per turn, you may add your Charisma modifier to the damage of any attack made. You may use this ability a number of times equal to your proficiency bonus, gaining uses after a long rest. ### Silent Whisperer At 20th level, you gain the ability to, as an action, shroud yourself in total secrecy, granting you the following benefits for 1 minute: - You have advantage on all Intelligence, Dexterity, and Charisma saving throws. - You become invisible as if using Greater Invisibility; however, you don't need to concentrate on the spell. - The moment you disappear, you may choose to summon an illusory, intangible duplicate that appears in the same spot as you. The duplicate moves according to your command on your initiative count. Its AC is equal to 10 + your Dexterity modifier, and is revealed to be an illusion upon a successful hit, or if an enemy succeeds on an Investigation check with a DC equal to your spell save DC. ___ Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.