Base Class: Paladin
Reaching out into the vastness of space and channelling the fundamental forces of the void are the driving factors of a Paladin who pledge themselves to the Oath of the Cosmos. They pride themselves on becoming a guiding constellations for their allies and protecting the balance of reality from incursions. Everlasting as the void, these Paladins shift gravity and step through cosmic doorways to facilitate their own enlightenment.
Tenets of the Cosmos
Fundamental Force. The forces of the cosmos are fundamental and everlasting, as are we who pledge ourselves to the stars.
Protecting Reality. We must always strive to protect the balance of our reality from all who would strive to break it.
Constellation. Be the stars that others look to in the night sky, a shining and guiding constellation.
Oath Spells
You gain oath spells at the paladin levels listed.
|
Oath of the Cosmos Spells |
|
|
Paladin Level |
Spells |
|
3 |
Magic Missile, Guiding Bolt |
|
5 |
Moonbeam, Vortex Warp |
|
9 |
Pulse Wave, Blink |
|
13 |
Gravity Sinkhole, Dimension Door |
|
17 |
Dawn, Steel Wind Strike |
Channel Divinity
When you take this oath at 3 level, you gain access to the following two Channel Divinity options.
- Shroud of Stars. As a bonus action your body becomes a shroud of stars and midnight. For the next minute, all attack rolls against you have disadvantage. The shroud lasts for the duration, until you end it (no action required), or until you are incapacitated.
- Emanate the Void. As an action, you emanate the gravitational forces of the void to push and pull your foes. A 30-foot radius of gravitational energy emanates from you to affect any creatures of your choice you can see. Each creature must make a Strength saving throw. On a failed save, the creature takes 1d6 + your Charisma modifier (minimum of 1) force damage and are moved 10 feet directly towards or away from you (your choice). You can maintain the gravitational emanation (as if concentrating on a spell) for up to 1 minute, using your action on subsequent turns to produce the effects again.
Aura of Twilight
Starting at 7 level, the eerie light of twilight emanates from you while you’re not incapacitated. You and friendly creatures within 10 feet of you gain 1d6 temporary hit points at the start of your turn while in the aura. The area of this aura is considered dim light, and small star-lights twinkle throughout it.
At 18 level, the range of this aura increases to 30 feet.
Cosmic Trace
Beginning at 15 level, you can hold your breath indefinitely, and you don’t require food or water.
Additionally, you can step through cosmic doorways to reposition yourself in combat. As an action, you can teleport to an unoccupied space you can see within 30 feet of you. Immediately after you disappear, each creature within 5 feet of the space you left take 2d6 force damage. When you reappear, each creature within 5 feet of the space you teleport to also take 2d6 force damage.
You can use this ability a number of times equal to your Charisma modifier (minimum 1) per long rest.
Aspect of Creation
At 20 level, as a bonus action, you transform into a powerful cosmic creation made of galaxies and stars. For 1 minute, you gain the following benefits:
- Your size becomes Large, as per the Enlarge spell.
- You constantly hover a few feet above the ground.
- When you successfully hit with a melee weapon attack, you can deal an additional 2d8 force damage.
- As a bonus action while in this form, you can unleash a barrage of starry projectiles, targeting up to four creatures you can see within 60 feet. Each target must make a Dexterity saving throw against your spell DC or take 5d6 force damage, or half as much on a successful save.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments