Base Class: Paladin
The Oath Of The Eclipse is the oath of those under the Eclipse's gaze. The Eclipse is the Mother of the forgotten, Father of the betrayed, Guardian of all the lost. Those with no hope turn to it and are granted power to bring about its will. Despite it granting oaths, the Eclipse is an enemy of all gods, and followers are excepted to be the same. Though it is not all seeing, and its chosen people are not all-obeying.
Tenets:
Sacrifice: Be ready to give up anything, even parts of yourself. sacrifice leads to growth, growth leads to strength.
Protection: Assist those who the Eclipse protects. Guide the lost, protect the betrayed, and reveal the forgotten.
Denial: Deny the divine, for they have left us behind. Draw only from the Eclipse, as it alone shows the path.
Oath Of The Eclipse Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
Paladin Level Spells
3 False Life, Guiding Bolt
5 Darkness, Darkvision
9 Spirit Guardians, Vampiric Touch
13 Greater Invisibility, Shadow Of Moil
17 Wall Of Light, Dawn
Eclipse's Reign
Starting at 3rd level, you gain a Channel Divinity. As a Action, you can use your Channel Divinity to imbue yourself with the Eclipses energy for one minute. Your smite spells deal an extra amount of damage dice equal to your Charisma modifier. These extra dice cannot exceed the base amount of dice of the smite spell has. For example, if the smite does 3d8 damage, and you have a 5 as your Charisma modifier, the extra damage you add is 3d8. If the smite spell does 5d8, you can add the full 5d8 to it, as the dice total is equal to your modifier. As well, it cannot exceed half of your Paladin level, rounded down.
The extra damage is Radiant or Necrotic, which you choose whenever this activates. When you activate this, you take damage equal to your Divine Smite spell at the highest level you can cast it. (For example, you take 3d8 damage if the highest level you cast Divine Smite at is level 2)
These extra damage dice do not benefit from critical hits. You can end this on your turn as a free action, but not on the turn you activated this.
Aura Of Duality
Starting at 7th level, You gain resistance to Necrotic and Radiant if you don't already have it. As well, your Aura Of Protection reflects the eerie stillness of an eclipse. When you or your allies deals damage to a creature while in your Aura Of Protection, they can choose to change Piercing, Bludgeoning, and Slashing damage to Radiant or Necrotic damage.
Unyielding Shadow
Starting at 15th level, when you are reduced to 0 hit points but not killed outright, you can cause an explosion of light and darkness. Each creature within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 4d6 radiant damage and 4d6 necrotic damage, or half as much on a successful one. You then regain hit points equal to half the total damage dealt. Allied creatures automatically succeed this save. Once you use this feature, you can't use it again until you finish a long rest.
Aspect Of The Eclipse
Starting at Level 20, you can use a bonus action to temporarily absorb the Eclipse's energy. For one minute, you gain the following features:
You gain magical Darkvision to a range of 120ft, and Truesight to a range of 30ft. If you already have Darkvision or Truesight, They increase by 60ft for Darkvision and 15ft for Truesight.
You gain immunity to Necrotic and Radiant damage. Necrotic and Radiant damage you deal ignores resistance, and treats immunity as resistance.
If Eclipses Reign is active, you gain the benefits of both veils.
You deal an extra 1d8 radiant and 1d8 necrotic damage with your melee attacks.
At the start of each of your turns, you take damage equal to your paladin level. As well, healing you receive is halved, and all forms of passive healing are stopped. Passive healing refers to healing that does not use a resource. Active healing uses an action, reaction, movement speed, or charge of an item/feature. For example, moving into a healing field isn't passive as you are using movement speed, but healing that simply activates at the start of your turn is passive.
If Unyielding Shadow has been expended, you can trigger it again if its conditions are met. You end the Aspect if this is used.
You can end the aspect on your turn as a free action. You cannot end this on the turn you activated this.
You can use this once per long rest, or you can use it again by expending a 5th level spell slot.
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