Paladin
Base Class: Paladin

The Oath of the Astral Sea cannot be earned, only given to those fortunate enough to meet a wandering god in the Astral Sea and be deemed worthy. Sometimes called Astral or Celestial Knights, Paladins who swear this oath cast their lot with the side of light in the cosmic struggle against the void. They believe the principles of honour, protection, and preservation, and seek to destroy any who would bring harm or ruin to Wild Space. They adorn their armour and clothing with images of asterisms found across Wild Space to reflect their commitment to preserving the many mysteries of the Astral Sea.

TENETS OF THE ASTRAL SEA

A paladin who assumes the Oath of the Astral Sea swears to safeguard the Astral Sea and Wild Space from any who would bring harm or ruin.

Honour. Treat others with fairness, and let your honourable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Protection. Even when facing death, aid others, protect the weak, and punish those who threaten them.

Preservation. Delight in song and laughter, in beauty, food and art. If you allow the light to die in your own heart, you can't preserve it in others.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Cosmic Vengeance. As an action, you may use your Channel Divinity to imbue a weapon of your choice with Cosmic Vengeance. For 1 minute, the weapon deals additional force damage equal to your Charisma modifier (minimum of 1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You may choose to give this benefit to an ally who is within 10 feet of you instead of yourself.

You can end this effect on your turn as part of any other action. If you or your ally is no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Graveyard of the Gods. As an action, you can use your Channel Divinity feature to summon the powers of the endless, empty void where the gods lie dead, to lend power to your voice. Each celestial and aberration that can hear you within 30 feet of you much make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Stellar Evolution

While you are conscious, you and friendly creatures within 10 feet of you can use their bonus action to grab a star from the ethereal galaxy surrounding you. When a star is grabbed, the creature rolls a d6 to gain one of the effects on the table below. Each creature can reach into the ethereal galaxy a limited times per day, equal to your Charisma modifier.

d6 EFFECT
1 Nebula. You create a cloud of celestial gas and dust around you that persists until the start of your next turn. While you are surrounded by this cloud, weapon attacks made against you within 5 feet have disadvantage.
2 Star. The power of a shooting star is channelled through you. For the next minute when you successfully hit a creature with an attack, the creature must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage and has disadvantage on its next saving throw.
3 Red Giant. As you reach into the ethereal galaxy, your hand burns slightly and you take 1d4 radiant damage. Your body then suddenly begins to turn bright red and grow. For the next minute, you are affected by the Enlarge effect of enlarge/reduce and have resistance to fire and radiant damage.
4 Supernova. Your body is suddenly filled with energy and feels like its ready to explode. Anytime during the next minute, you may use your bonus action to click your fingers, expelling the built up energy with a loud bang. The bang is audible from as far as 300 feet away, and all creatures within 15 feet of you must make a DC 14 Dexterity saving throw. On a failed save, the creature is pushed 10 feet away and becomes prone.
5 White Dwarf. As you reach into the ethereal galaxy, you feel something small but extremely heavy. Until your next long rest, you may cast immovable object once. You do not require material components when the spell is cast this way.
6 Black Hole. You feel a strong gravitational pull. You may use your bonus action to pull one creature 15 feet towards you. The creature must be within 30 feet of you, and stops if it reaches you or hits a solid surface. This effect lasts for 1 minute.

 

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

Astral Mark

Starting at 15th level, those who dare to strike your allies are punished by the Astral Sea for their audacity. You may use your bonus action to magically mark a friendly creature within 60 feet of you. Whenever an attacker hits the marked creature with an attack, astral sparks hit the attacker and deal force damage equal to your proficiency bonus.

Cosmic Champion

At 20th level, you can assume the form of an ancient cosmic entity, taking on an appearance you choose. For example, you might take on a luminous, incorporeal appearance that resembles your former self, but with eyes that glow.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You have resistance to acid, cold, fire, bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You gain a flying (hover) speed of 30 feet and can move through other creatures and objects as if they were difficult terrain.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours.

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

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