Sacred Oath: Oath of Secrecy

The Oath of Secrecy is a commitment to the concealment of truth and the preservation of lies. Though paladins of this oath may undertake noble pursuits, such as the protection of those wanted by criminal entities or the keeping of secrets that could be dangerous in the wrong hands, they are just as often found in crime syndicates or tyrannical regimes, where they serve as silencers of those who would speak out against oppression. Though its adherents are often less scrupulous than other varieties of paladin, those who take the Oath of Secrecy see it as an honorable and necessary cause, whatever their reasons for doing so.

Tenets of Secrecy

As befitting the nature of this oath, the tenets of the Oath of Secrecy are little known to those outside the inner circles of chaotic faiths. They emphasize the need for confidentiality in a world of danger, and for deception as a way to protect the unwary from deadly truths. The oath's basic principles are relatively straightforward.

Watchfulness. Secrets come and go like birds in flight. The observant may notice them as they pass, and remember them where others forget, locking them in the cage of the mind for safekeeping.

Deceit. Lies are necessary tools in your arsenal. A well-crafted lie may ensure the safety of a friend or the downfall of a foe.

Silence. The wrong word spoken may lead to ruin, and a secret, once divulged, can never be contained again. You are to shield the world with your silence from what it cannot know.

Honor. You must conduct yourself with respect among those who cannot know the truth, for there is honor even among thieves. Deceit for a greater purpose is a righteous thing, but there is no honor in deceit of the innocent, for deceit's own sake.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Secrecy Spells

Paladin Level Spells 3rd disguise self, expeditious retreat 5th Nystul's magic aura, silence 9th blink, hypnotic pattern 13th hallucinatory terrain,

Mordenkainen's private sanctum 17th modify memory, seeming

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Deceptive Glamour. You can use your Channel Divinity to exude a magical charm that sways other creatures to your will. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature is charmed by you for 1 minute or until you or your companions do anything harmful to it.

When you make a Charisma (Deception) check to influence a creature charmed by this feature, you are considered proficient in the Deception skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Mantle of Shadows. You can use your Channel Divinity to cloak another creature in shadow magic, hiding it from view. As an action, you or a willing creature you touch becomes invisible for 1 minute. If the invisible creature attacks or casts a spell, it becomes visible until the end of the current turn, at which point it becomes invisible again.

Aura of Stealth

Beginning at 7th level, you and all friendly creatures within 10 feet of you gain a bonus to your Dexterity (Stealth) checks equal to half your paladin level (round up).

At 18th level, the range of this aura increases to 30 feet.

Furtive Escape

Starting at 15th level, you can take the Disengage action as a bonus action on each of your turns. When you take the Disengage action, your speed increases by 15 feet until the end of the turn.

Icon of Secrecy

At 20th level, you can use your action to become an avatar of secrecy. For 1 minute, you gain the following benefits:

You are invisible.

Your walking speed increases by 30 feet. If you have climbing, swimming, or flying speeds, the increase applies to them as well.

When a creature deals damage to you on its turn, you can use your reaction to force that creature to make a Wisdom saving throw against your paladin spell save DC. A creature automatically succeeds on this saving throw if it can't be charmed. On a failed save, the creature becomes convinced that you are a hallucination, an illusion, or otherwise nonexistent. It will ignore your existence for 1 minute or until you deal damage to it or force it to make a saving throw, as well as if you lose the invisibility granted by this feature.

Once you use this feature, you can't use it again until you finish a long rest.