Paladins of the Oath of Secrets swear away the glory and recognition that follows a heroic deed. Orders of these paladins search the worlds both familiar and otherworldly for arising threats to the people. Once such a threat is identified, a team is dispatched to end it in its infancy.
Rumors of wicked cults led by mad mage's set on bringing a terrible god into the world seem to be silenced overnight. To a secrets paladin, knowledge of the evils they face is dangerous even after that evil is vanquished. That knowledge has power both to inspire others to enact similar schemes, or to resurrect a threat lain to rest. For this same reason the paladins that swear this oath often withhold as much information about themselves as they can, sometimes going so far as to add vows of silence to their normal oath tenets. To most who swear their lives to secrecy, their death is mourned only by the select few that make up their order, and their life stories are lost to oblivion.
Tenets of Secrets
The tenets of secrets vary between orders and individuals. Some may allow the continued use of their name and personal identity so long as their deeds are never linked to them. While others require a complete commitment to secrecy in the form of severing all ties to the paladins past, abandoning their names and always hiding their faces behind hoods, masks, or helmets. The most extreme of these orders go so far as to permanently alter the appearance of the paladin with magic or surgery, and some go even further by removing the ability to speak. No matter the severity, these tenets are common among all who swear this oath.
Let your oath be unspoken. There may be no prayer said, nor symbol carried that links you to your cause.
Let your name go unsung. No one may be found responsible for your work, and you must become no one when you draw your sword.
May your enemies die in darkness. It is not enough to kill your enemies. You must bring an end to their legacies so that nothing will rise from their failed ambition.
… and may you follow afterwards. What we face might pursue us even into our next lives, so you must not leave a trail.
hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
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spellcasting:
class features:
Oath Spells
Paladin Level |
Spells |
3rd |
Charm Person, Disguise Self |
5th |
Detect Thoughts, Pass Without A Trace |
9th |
Sending, Hypnotic Pattern |
13th |
Arcane Eye, Greater Invisibility |
17th |
Modify Memory, Passwall |
Channel Divinity:
3rd Level
Unassuming Presence:
As an action a number of creatures you designate within 30 feet of you must make a wisdom saving throw. A creature automatically succeeds this saving throw if it is immune to being charmed. On a failed save, the creature regards your presence as unimportant and perfectly ordinary. If you are in a place that you are not allowed to be in, affected creatures believe you are allowed to be in this place. These creatures cannot become hostile towards you so long as you do not attack one of their allies, target an ally of theirs with a spell, or other actions that would be considered hostile. This effect lasts for ten minutes and when it ends the affected creatures are not aware that they were charmed.
Silencing Strike:
When you hit a creature with a weapon attack and deal extra damage through divine smite or a paladin spell such as thunderous smite, you can use your channel divinity to treat all damage dice from the smite or spell as having rolled their maximum value.
Aura of Silence:
7th Level
Starting at the 7th level your presence dampens the sounds around you. As a bonus action on your turn, you can create an aura centered on yourself that has the same effects as the silence spell. When you first make this aura you determine the size of the aura, which can be a maximum radius of 10 feet or small enough to affect only you. As a bonus action while the aura is activated, you can change the size of the aura or dismiss it entirely. Additionally, you ignore the verbal component requirement for paladin spells.
At the 18th level the maximum radius of the aura extends to 30 feet, and creatures or objects in the aura cannot be targeted by divination magic or perceived through magical scrying sensors.
Blessing of surprise:
15th Level
Creatures that you are hidden from or are charmed by you have disadvantage on any saving throws made against your paladin spells. If a creature fails a saving throw against a paladin spell you cast it is unaware that it has been affected by the spell.
Form of the secret keeper:
20th Level
As an action you can give yourself the following benefits for 1 minute
- Your movement speed is doubled
- You can move through other creatures and objects as if they were difficult terrain
- At the start of each of your turns you become invisible as if targeted by the invisibility spell. Casting a paladin spell that only targets yourself, such as thunderous smite, does not turn you visible. If you become visible again before your turn ends you may use your bonus action to become invisible.
If this form ends while you’re inside an object, you are ejected to the nearest unoccupied space and take an amount of force damage determined by rolling 1d8 for every 5 feet you were moved to get to the unoccupied space.
subclass options: