Paladin
Base Class: Paladin

Even the smallest of stars hold an immense power that no mere mortal can easily imagine or hope to hold. Yet there are souls who can reach across galaxies and become the heralds of starlight. Paladins of the Sanctum have inherited the gentle energy that has traversed the distances, and have become the protectors under the night sky, ensuring even the darkest of days are as tranquil as they can be.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Tree of Eden. As an action, summon the Tree of Eden that manifests as a corporeal tree that grows from behind you. The tree is intangible and emits bright light in a 20-foot radius and dim light 20 feet beyond that. Creatures within the range of the bright light, of your choice up to equal to your Charisma modifier (minimum of 1), gain temporary hit points of 2d8, recover from any Charmed or Frightened conditions, and their Exhaustion level, if any, is reduced by one while under the effect of your Tree of Eden. The tree disappears at the end of your next turn, unless you spend your bonus action at the end of each turn to keep the tree manifested. The tree does not move with you, and will disappear immediately if you leave the 40-foot radius of bright and dim light.

Herald of Eden. As an action, you can turn your equipped weapons and armor, if any, into the arms of your progenitor. For 5 minutes, your armor and weapon are considered magical, and shine with a gentle green light as if it has become a polished green mirror. Enemies have disadvantage against you when making spell attack or weapon attack rolls against you if they do not have advantage, and no advantage if you do. Additionally, you add your Charisma modifier (with a minimum bonus of +1) to one of your attack damage rolls for each hit you deal to another creature.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sanctum Spells

Aura of Starlight

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed or frightened from any non-magical means while you are conscious. Should such a condition be imposed on you or a friendly creature within this area of effect through other means, the affected creature may make a Wisdom saving throw. If a saving throw was originally required, they perform this check with advantage.

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

Shield of Stars

Beginning at 15th level, you gain additional AC equal to your Constitution modifier (minimum of 1) if you are not exhausted. Additionally, you gain resistance to force damage.

Breath of the Setting Sun

At 20th level, as an action, you can invoke the power of a star of your choice. For 1 minute, a ball of surging energy revolved by rapid streaks of smaller spheres of light appears 10 ft. above your head, akin to a miniature star.

Supernova: Invoke the power of a dying star, that burns with an angry red.

Gravity within a 30 ft. radius is doubled, and bright light shines from the star in a 15-foot radius, and dim light shines 15 feet beyond that.

All objects and creatures in the field have their weight doubled, and every enemy creature that starts its turn in the radius take 5 force damage, and must make a Strength Saving Throw with advantage. If they fail the throw, they are incapacitated for the turn.

Additionally, all creatures excluding you in the field take double fall damage.

Nebula: Invoke the power of a newborn star, that constantly pulses with a bright but gentle light.

It shines bright light from the star in a 30 ft. radius and dim light for 15 ft. beyond that.

All friendly creatures in the bright light cannot be inflicted with any mental conditions, and their exhaustion level decreases by 1. All creatures that are petrified or invisible through magical means and which are in the area of bright light will have that condition dispelled.

Additionally, you and all friendly creatures are suffused with brimming vitality, granting 20 temporary hit points that lasts for an hour after the star has vanished. The temporary hit points are not stackable.

If any creature excepting you start its turn within your image of the dying or newborn star, it takes 15 radiant damage.

Once you use this feature, you can’t use it again until you finish a long rest.

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