Base Class: Paladin
The stars are a cosmic embodiment of both company and solitude ; providing guidance for the patient and attentive, but remaining distant, and unseen in the light of day. Your oath is centered around providing guidance to those who need it, or only to those with strong faith and patience.
Paladins of the Stars exude extreme power, drawing strength from the celestial bodies and/or the gods/goddesses that represent them. This strength is expressed with a drastic increase in a paladins damage output, as well as taking a firm stance as a prodigious healer in an intensity that easily outpaces other paladins.
Tenets of the Stars
- Center of the World : People are helpless without a virtuous hero, and so, you must aspire to become one. You and those that call you their ally have been bestowed a gift of your very presence.
- Seek Guidance : Without a master, there is no pupil, but without a pupil, there is also no master. Serve as a guide to those lost in this world, and all that must be understood in the end, shall be.
- Permanent Embodiment : The celestial bodies last longer than any mortal being could imagine. Your true ideals are to become immortalized, not as a hero, or as a ruler, but to be revered as a god/goddess.
Aura Beneath the Stars
When you take this oath at 3rd level, you and any friendly creatures within 10 feet of you cannot be restricted from healing effects (undead, constructs, chill touch, etc.).
At 18th level, this aura increases to 30 feet.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Stellar Protection. As an action, you begin to radiate a chromatic, celestial shine, shedding bright light up to 30 feet and dim light up to an additional 30 feet. Additionally, you gain temporary hitpoints equal to your paladin level + your Charisma modifier. At the start of each turn, you and all friendly creatures that are within the radius of your bright light regain a number of hitpoints equal to your Charisma modifier.
All effects end upon losing all temporary hitpoints provided by this feature, until 1 minute has passed, or until it is dismissed as a bonus action.
Stellar Guidance. As a bonus action, you may imbue a weapon of your choice with cosmic power. Choose a damage type ; fire, cold, radiant, or necrotic damage. For the duration, add your Charisma Modifier (minimum of 1) to hit, and that weapon deals an additional 2d10 damage of the chosen type on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
This effect lasts for 1 minute, until the weapon is no longer on your person, if you are knocked unconscious, or until dismissed as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Shimmering Stardust
Starting at 7th level, your Lay on Hands point maximum becomes equal to 6 times your paladin level. Additionally, you may convert your Lay on Hands’ points to regain spent spell slots for yourself and allies : (5 points × spell slot level) + 5 points, but only for spells up to 3rd level.
At 18th level, your Lay on Hands point maximum becomes 8 times your paladin level.
Celestial Convergence
At 15th level, with your Divine Smite, you may choose to deal fire, necrotic, or cold damage, instead of radiant. Depending on which damage type chosen, you gain the following effects. The Stellar Guidance option and Improved Divine Smite gain these effects as well :
- Cold : The target(s) must succeed a Charisma saving throw or gain disadvantage on attack rolls and Dexterity checks for up to 1 minute, repeating the saving throw at the beginning of each of its turns and ending on a success.
- Fire : You ignore resistance to the damage type(s) dealt with that weapon, and treat immunity to the type(s) as resistance.
- Necrotic : The target(s) must succeed a Charisma saving throw or become blinded for up to 1 minute, repeating the saving throw at the beginning of each of its turns and ending on a success.
- Radiant : On a successful attack, you regain hitpoints equal to the number of dice rolled to deal radiant damage with that attack.
Stellar Sanctuary
At 20th level, once per long rest, you may cast the spell Forbiddance without using a spell slot, nor any material components. Additionally, with the spell, you may utilize damage changes and effects from Celestial Convergence accordingly.
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Posted Apr 26, 2022Incredibly overpowered. I was new to creating homebrew. I will take constructive criticism only on weekends