Base Class: Paladin
Selenic Templars are warriors who are connected to aspects of the night, be it through a cultural connection to, or personal reliance, on dreams, worship of the moon, a general affinity for matters of the nocturnal persuasion, or something else entirely. They often haven't chosen their nature, as was the case with Vernoth Tyreen. These holy warriors, who are often dedicated to either Sehanine, Corellon, or simply the tenets of the Selenic Oath, swear to uphold balance and to guide those who find themselves lost in the darkness to either adapt and survive it, or return to the light.
Tenets of the Selenic Oath
Understand the Darkness. Not all who dwell in the darkness are there by choice.
Embrace the Balance. For every dream, there must be a nightmare. Though darkness may permeate your being and offer the power you need to prevail, you will sometimes need to fight it with all the light you have within. Do not choose; embrace both the dream and the nightmare, but let neither overcome you. Embrace balance in all things.
Guide the Lost. Find those who are lost and guide them towards a way to adapt and survive the dark by being the gentle touch of night, or return them to the light by being the argent glow that pierces the darkness.
Stand Firm. Fear is an illusion, and your convictions and values hold no meaning unless you stay true to them. Embrace free will, remain fearless in the face of adversity and uncertainty, and always do what you think is right, even if it is not the right thing for someone else.
Oath Spells
3rd-level Oath of the Selenic Templar feature
You gain oath spells at the paladin levels listed in the Oath of the Selenic Templar table. See the Sacred Oath class feature for how oath spells work.
Oath of the Selenic Templar Spells
| Paladin Level | Spells |
|---|---|
| 3rd | faerie fire, guiding bolt |
| 5th | moonbeam, darkness |
| 9th | blink, counterspell |
| 13th | phantasmal killer, guardian of faith |
| 17th | wall of light, dream |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Total Nightmare. You can use your Channel Divinity to subject a target to experience every nightmare they have ever had in the waking world. Select one target within 60 ft. The target must make a Wisdom saving throw or be paralysed and frightened for 1 minute. On a successful save, the target is only frightened for 1 minute. While paralysed, the target may attempt the Wisdom saving throw at the end of their turns to end the effect.
Laws of the Dream World. You can use your Channel Divinity to empower yourself and a number of creatures equal to your Charisma modifier within 30ft of you with the strange laws of the world of dreams. For 1 minute, affected creatures can take one of the following reactions once per turn:
- Teleport up to 20ft as a reaction to taking damage,
- Use their reaction to make a saving throw with advantage,
- Use their reaction to reroll an attack roll, ability check, or damage roll.
Aura of Selenic Wrath
Starting at 7th level you, as well any allies within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). This damage is radiant and a creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Piercing the Veil
At 15th level, your selenic empowerment grants you a seventh sense of reality, allowing you to see through false veils that would ordinarily be difficult or impossible to pierce. You gain truesight with a radius of 30ft.
Avatar of the Veil
At 20th level, you can tap directly into the power of the Veil and unleash the full power of your psionic potential. As an action, you become an avatar of the Veil's mystical powers, which grants you the following benefits for 1 minute:
- You gain immunity to psychic damage, and resistance to bludgeoning, piercing, and slashing damage.
- You gain a flying speed equal to your walking speed and you can move through other creatures and objects as if they were difficult terrain. If you end your movement inside another object or creature, you are immediately shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet you were forced to travel.
- You can spend a bonus action to unleash your psionic potential in a targeted scream. Choose a number of creatures equal to your proficiency modifier. Each of these creatures must make an Intelligence saving throw or take 2d10 + your Charisma modifier of Psychic damage. If a target is killed by this damage, its head explodes, assuming it has one.
Previous Versions
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3/17/2024 10:56:07 PM
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