Oath of Intrigue Paladin

Hi! Paladins are Charisma-based so it makes sense for a few of them to use their charms to accomplish their goals, right? My target here was a smooth-talking spymaster that might not exactly be the classic Lawful Good-style character. I still do not care for how paladins are fundamentally designed. Not getting an active ability, aside from the very limited use Channel Divinity, until 15th level is utterly bonkers to me. While the Oath of Intrigue will perform best in a roleplay-heavy campaign, any paladin is still a paladin and will perform well in combat. I hope you enjoy this character option!

It’s available now in the shop and is free to the Spud Club during the month of April.

Overview

The Oath of Intrigue is best suited to a particular kind of paladin. These individuals are most likely diplomats, spies or military leaders that need to gather intelligence, expose hidden plots, or acquire people or items of power. Focusing on lies, secrets and awareness, paladins of the Oath of Intrigue stand apart from their more traditional class cousins. You’re just as likely to find a follower of the Oath of Intrigue amid a noble’s gala elegantly dancing while observing a particular duke’s conversations as you are to find one on the battlefield sowing confusion and chaos amongst the enemy ranks.

Feature Preview

Channel Divinity

3rd-level Oath of Intrigue feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Keen Intuition. You can use your Channel Divinity to manifest a supernaturally heightened awareness. As an action, you focus on observing your surroundings and nearby creatures. For 10 minutes, you have advantage on Wisdom (Perception), Wisdom (Insight) and Intelligence (Investigation) checks.

Vanishing Ruse. You can use your Channel Divinity to disappear from sight. As a bonus action, you can become invisible and teleport up to 10 feet to an unoccupied space you can see. The invisibility lasts until the end of your next turn, or until you attack, deal damage or force a creature to make a saving throw.

Let me know what you think over at discord.gg/fryminis.

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