Paladin
Base Class: Paladin

Paladins who take the Oath of the Lodestar swear to protect and guide those who are lost in the darkness, so that they may safely find their way to the light.

Tenets of the Lodestar:

Understand the Darkness. Not all who dwell in the darkness are there by choice.

Light the Way. Be a beacon in the darkness to light the path for those who are lost.

Guide the Lost. Find those who are lost and guide them towards your light.

Protect the Weak. Protect those who you guide towards salvation.

 

Oath Spells

3rd-level Oath of the Lodestar feature

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

Oath of the Lodestar Spells
Paladin Level Spells
3rd faerie fire, detect magic
5th moonbeam, find traps
9th counterspell, phantom steed
13th greater invisibility, faithful hound
17th hallow, scrying

Channel Divinity

3rd-level Oath of the Lodestar feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Sense Darkness. For one minute you can sense the presence of evil, misguided or not. You learn the location of every evil aligned creature within 60 feet of you that is not behind total cover. additionally you can sense magical darkness and magical darkness cannot impede your vision anymore than normal darkness.

Starlit Blade. You channel the radiance of the night sky into one melee weapon you are holding. For 1 minute or until you choose to end it, the weapon deals additional radiant damage equal to your Charisma Modifier and sheds bright light in a 20 foot radius and dim light for an additional 20 feet beyond that. If the weapon was not magical or silvered before it is considered so while this ability is active. If you are incapacitated this effect ends early.

Aura of Warding

7th-level Oath of the Oath of the Lodestar feature

You emit an aura of magical warding while you aren’t incapacitated. You and any creatures of your choice within 10 feet of you gain a bonus to your Armor Class equal to your charisma modifier.

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

Sleep Walker

15th-level Oath of the Lodestar feature

You’ve learned how to connect dreams in order to travel even while you rest. Whenever you and any creature within 30 feet of you takes a long rest, you can connect your dreams. At the end of the long rest all you all wake up in a place familiar to one of the affected creatures of your choosing. While you choose the creature, the creature chooses the location. When a creature other than yourself chooses the destination, there is a 25% chance that a nightmare forms, teleporting you to a place you did not intend. If such a mishap occurs roll on the following table to determine the nature of the nightmare and therefore the location.

Nightmare Table (d10)

d10 Result

1

You dream you are lost in a world of churning chaos. You find yourself in Limbo.

2

You dream of a maze filled with deafening winds and howling caves. You find yourself in Pandemonium.

3

You dream of a world similar but slightly off from your own. A perversion of the Material Plane. You find yourself in The Abyss.

4

You dream of a void full of empty cages with no escape. You find yourself in Carceri (Tartarus).

5

You dream of a grey wasteland devoid of emotion, hope, or peace. You find yourself in Hades.

6

You dream of a mountain with no base or peak, rivers of lava and tar flowing down the slope. You find yourself in Gehenna.

7

You dream of a plane filled with blocks of geometric simplicity the size of nations floating in a sea of air, the sound of battle reverberating against the endless grid. You find yourself in Acheron.

8

You dream of a mountainscape shrouded in fog and darkness, large mountain peaks stabbing the dark cloudy sky. You find yourself in The Shadowfell.

9

roll a D8 on the Hellish Nightmare Table.

10

You dream you are drifting in an endless void, dead gods and floating structures of immense size drift with you in the distance. You find yourself in the Astral Sea.

Subcharts

Hellish Nightmare Table (d8)

d8 Result

1

You dream of an endless war. Rivers of blood and ichor run across the battlefield. You find yourself in Avernus.

2

You dream of a vast city filled with monsters. Spiked mountains surround the valley it lays in. You find yourself in Dis.

3

You dream of an endless bog of vile pollution, decaying bodies, and rotting marsh, repeatedly drenched by rain, sleet, and hail storms. You find yourself in Minauros.

4

You dream of a fiery world of eternal damnation, filled with active volcanoes, rivers of liquid fire, molten rock, ash hills, smoking pits, and unbearable heat, all wracked by tremors and earthquakes. You find yourself in Phlegethos.

5

You dream you are stranded upon a frozen sea salted with huge icebergs. You find yourself in Stygia.

6

You dream you are lost in a mountainous hive filled with tumbling boulders and ill fitting blocks of black stone. You find yourself in Malbolge.

7

You dream you are lost in an endless maze of abandoned city streets and buildings. You find yourself in Maladomini.

8

You dream of a realm of solid ice mountains, titanic, unnaturally fast-moving glaciers, and nearly continuous snowfall. You find yourself in Cania.

Celestial Body

20th-level Oath of the Lodestar feature

You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • you shed bright light for 15 feet around you and dim light for an additional 15 feet. When you use a spell or ability with a range of touch such as cure wounds or lay on hands you can cast it on any creature within your aura.
  • Gravity within your aura is warped around you. You and any creatures you choose, gain a flying speed equal to your walking speed while within your aura.
  • Your aura dispels all magical darkness that passes through it, and your aura cannot be dispelled by anything short of an antimagic field or wish spell.
  • When a creature is attacked within your aura, but before you know the outcome of the roll, you can use a reaction to sacrifice some of your Armor Class up to your charisma modifier and add it to the creatures until the start of your next turn.  If the attack still hits you take half the damage instead of the target, this applies to all subsequent attacks that hit the warded creature for the duration of this effect.

Once you use this ability, you can not use it again until you finish a long rest, or you expend a 5th-level spell slot to do so.

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