Base Class: Paladin
What may be translated as the Oath of the Kosmos/Ecumene is old - older even than the benthic kingdoms of those who uphold it. The Triton of the Material Plane hold as an ancient and sacred duty the protection of the world against the escaped evils of their ancestral home and in holding the line against these creatures and closing the weakened holes between their adopted waters and the Plane of Water they discovered portals to other realms. These worlds and the creatures which issued forth were chaotic or manifestly evil, inherently subsuming and perverting the world by their mere entrance into the plane.
The Triton pivoted to counter this new threat as well, adapting their techniques and divine magic to counter these abhorrent perversions. The Deep Guard now count aberrant and fiendish creatures as their prime charges leaving the base evil of their home world to others in the Triton ranks.
The Deep Guard hold the protection of the oceans and all which dwells within and upon the surface as their sacred duty and fight against pernicious influences rather than because of a belief in abstract principles of honor, courage, and justice. While they strive to be a force of good in the world their attention settles against the inherent instability of the aberrant beings of the Far Realm, the fiends of the Abyss and the corruption of necromancy. They stand as a bulwark against those things which would press into the Planes and seek to upend order and reality.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Vow of Moment. As a bonus action, you can evoke divine favor in combat against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Oath Spells
You gain oath spells at the paladin levels listed. When choosing this oath spells that specify a creature type subject to its effect, such as protection from evil and good, have Aberrations added to their list of eligible creature types, if they aren't already (This applies to all spells, not just your Oath spells).
Oath of the Kosmos
| 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 |
Aura of Clarity
Starting at 7th level, you & friendly creatures within 10 feet of you are granted divine resistance to mind-altering effects. Creatures affected by this aura have advantage on Charisma, Wisdom, and Intelligence saves.
Additionally, your minds can not be read nor detected via magical or psionic means without consent.
At 18th level, the range of this Aura increases to 30 feet.
Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.