Base Class: Paladin
Space good, monsters bad.
CosmoKnight Spells
A CosmoKnight gains these spells.
| Paladin Level | Spells |
|---|---|
| 3rd | faerie fire, magic missile |
| 5th | hold person, moonbeam |
| 9th | daylight, protection from energy |
| 13th | banishment, fire shield |
| 17th | cone of cold, hold monster |
Channel Divinity
An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.
Gravity well. As an action you can target 2 large or smaller creatures within 30ft of you, these creatures must make a STR saving throw (DC {{savedc:cha}}. On failure, the creatures are pulled to you.
Solar stun. Enemies within a 20ft cone in front of you must succeed on a WIS saving throw (DC {{savedc:cha}}) or be blinded for 1 minute
Lunar Chill
Starting at 7th level, the cosmoknight embraces the cold of the endless expanse granting him a lunar chill. enemy creatures within 10ft of you must succeed on a constitution saving throw once every two turns or take 1d4+{{modifier:cha@min:1} cold damage
At 18th level, the range of this aura increases to 30 feet.
Spacewalk
At 15th level, the paladin gains resistance to cold and can cast feather fall on self at will, expending no spell slots. At 20th level the paladin is always under the effect of feather fall.
Celestial Form
At 20th level, the paladin can, as an action, the paladin, for 3 minutes, gains 60ft flying speed. If you fly more than 30ft before an attack the attack deals an extra 2d8 force damage. Once, while in Celestial Form, you can concentrate for one round causing a meteor to fall on a designated 900ft^2 (30x30) square not more than 100ft from you the following round. all creatures inside must make a dexterity check taking 6d8 damage be knocked prone or half damage.
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Posted Dec 9, 2022Cool