Base Class: Paladin
A paladin who takes this oath is bound to the stars and their masters, the great Testudiformes, cosmic turtles that carry worlds on their backs. As a warrior of this group, a paladin is committed to the continued existence of the species, and is granted both defensive strength of the turtles and ways to harness the vastness of the heavens in battle.
Tenets of the Turtle
Although the exact nature and wording varies from person to person, paladins who have sworn the oath of the Testudiformes follow these tenets, set forth by the oath's original proclaimers.
Shine like Starlight. Be bright, a shining beacon of the heavens, in both words and action. Let no darkness spread.
Wear the Shell. Protect yourself and those you ally yourself with. Be the shield, if you cannot carry one.
Preserve the Turtles. Keep the testudiformes alive. Their continued existence means the continued existence of hope.
Carry the Secret. Knowledge is power, and knowledge of the turtles in the hands of their enemies is power against the turtles. Keep your oath and their existence hidden.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Defending the Vulnerable. You can use your Channel Divinity to shield another from harm. When a willing creature within 30 feet is the target of an attack, you can use your reaction to protect that creature at risk to yourself. The creature is transported to a location within 5 feet of their location, and you are transported to their former location. You then become the target of the attack. This Channel Divinity can only be used before the result of the original attack roll is determined.
At level 13, the range for this ability becomes 45 feet.
Overwhelming Glow. Your Channel Divinity can call down the stars to illuminate the world around you. As a bonus action, you can summon a beam of light from the heavens, illuminating the area in a 30 foot cone in bright light for 1 minute. You can choose a number of creatures equal to half your paladin level (with a minimum of 2 creatures and a maximum of 10) in the cone, and these creatures must make a Constitution saving throw. If they fail, the targets are under the effects of the Blinded condition for 2 rounds. At the end of each of their turns, the targets can make a Constitution saving throw. On a success, the effect ends.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Testudiforme Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
shield of faith, sanctuary |
|
5th |
aid, blur |
|
9th |
counterspell, daylight |
|
13th |
death ward, guardian of faith |
|
17th |
conjure celestial, wall of force |
Aura of Starlight
Starting at 7th level, you have a permanent aura of bright light, 10 feet in radius, emanating from you at all times that only you and creatures you have chosen can see. When in this aura, you and your chosen creatures cannot become blinded or be affected by any magical darkness.
At 18th level, your aura increases its radius to 20 feet and creatures the aura affects other than you become resistant to necrotic damage.
Cosmic Shell
Starting at 15th level, you gain resistance against any attacks dealing radiant, necrotic, or slashing damage.
Champion of the Masters of the Stars
At 20th level, you can use your action to become an avatar of the Turtles. When this ability is activated, your body becomes scaly and a translucent shell grows on your back. You also gain the following benefits for 1 minute:
You gain resistance to non-magical melee and ranged attacks.
Any damage you deal while this ability is active is radiant damage if you choose it to be.
Your Divine Smite ability does not require a spell slot to be used at the 1st level, but does require them to be used for any spell level higher.
Your "Defending the Vulnerable" Channel Divinity ability can be used without using Channel Divinity charges while this ability is active.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
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