Twilight Crusaders
The path followed by those who have forsworn other oaths or who care only for their own power and survival. Others take this oath for the sake of illusions and what may change for others. They are often found in the night and tie the darkness to the treacherous. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in violence and accumulate great treasure.
A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard's overwhelming concern is power and safety, especially if both can be obtained at the expense of others.
You gain dark vision with no range limit but retain normal vision in the light. You also gain twilight sanctuary as a channel.
Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet 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 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Oath Spells
2nd level - Charm person, expeditious retreat, or sub one of these two for Disguise Self
5th level - Invisibility, mirror image, or sub one of these two for Pass without Trace
9th level - Gaseous form, haste, or sub one of these for blink
13th level - Confusion, greater invisibility, or sub either of these for Dimension Door, Polymorph
17th level - Dominate person, pass-wall, or sub one of these for Modify Memory
Aura of Treachery
Starting at 6th level, you emanate an aura of discord, which gives you the following benefits.
Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.
Treacherous Strike. If a creature within 5 feet 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 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed.
You can use this ability three times. You regain expended uses of it when you finish a short or long rest.
(Optional) Cloak of Shadows
Replaces Aura of Trickery
Gain 1 Additional charge of channeling power and you can use your Channel to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Blackguard's Escape
At 7th level, 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 feet 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.
Midnight Shroud
At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
(Optional) Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Icon of Deceit
At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:
You are invisible.
If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, 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 you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.
Once you use this feature, you can't use it again until you finish a long rest.