Treachery
The Oath of Treachery is the path followed by Paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as Blackguards, these profane warriors are faithful only to themselves.
“Ideals”: A Blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
Owe allegiance to no one.
| Level | Spells |
|---|---|
| 3 | Charm Person, Expeditious Retreat |
| 5 | Invisibility, Mirror Image |
| 9 | Gaseous Form, Haste |
| 13 | Confusion, Greater Invisibility |
| 17 | Dominate Person, Passwall |
Subclass Features
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) using your Channel Divinity. The illusion appears in an unoccupied space of your choice that you can see within 30 ft 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 conditions. As a bonus action on your turn, you can move the illusion up to 30 ft to a space you can see, but the illusion must remain within 120 ft 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 ft of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
Oath Spells
Your single minded pursuit of self preservation and power grant you certain spells. You know the following spells and they do not count towards the number of spells you can prepare.
Treacherous Strike
If a creature within 5 ft 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 ft of the attacker. The ability fails and is wasted if the attacker is Immune to being Charmed.
Blackguard's Escape
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 ft to a spot you can see. You remain Invisible until the end 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
You gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefit for 1 minute
If a creature damages you on its turn, it must make a WIS saving throw DC equal to your spell save DC or you control its next action on a failed save, provided that you aren’t Incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is Immune to being Charmed. If a creature succeeds the saving throw, it is Immune to its effects for 24 hours. Even under your control a creature cannot take its own life or similar actions. When controlling a creature this way, you can make them take a single non magical action.
Once you use this feature, you can't use it again until you finish a long rest or you expend a 5th level spell slot to regain the use of this feature (No action required).