Paladin
Base Class: Paladin

Called Planar Knights or Horizon Knights, a Paladin who takes the Oath of The Planeswalker vows to protect the multiverse from incursions of fiends, undead, rogue celestials, evil elementals, dark fey, denizens of the Shadowfell, and anything that poses a threat to the greater good of the planes. These Paladins are most likely seen accompanying a Horizon Walker Ranger, with the two helping each other to better protect the planes. Your deeds of protection, defense, and betterment are those that have been heard by many good-hearted of the Inner and Outer Planes.

Tenets of A Planeswalker:

  • Safety Above All. You will better strive to keep the multiverse safe, even if it costs you your life. Do what is necessary for the greater good.
  • Know Your Opponents. Bring down the enemy before it can harm anything else. Find their strengths. Expose their weaknesses.
  • Bolster Your Allies. Protect those who are with our cause, for they are just as important as you. All life is promised survival.

Channel Divinity

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

Planar Smite. When you deal damage with your Divine Smite feature, you can instead have the damage type by force damage instead of radiant damage.

Detect Planar Disturbance. As an action, you present your holy symbol and send forth a wave of energy. In a 1 mile radius, you sense any portal that leads to a different plane of existence and the monster type it was created by.

Oath Spells

You gain oath spells at the paladin levels listed. 

Oath of The Planeswalker Spells

Aura of Banishment

Starting at 7th level, you and friendly creatures within 10 feet of you can’t leave the plane you're currently on and hostile creatures have disadvantage on saves against being banished to different planes. 

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

Planar Defense

Beginning at 15th level, you have studied everything that seeks to bring the multiverse into ruin. You gain a bonus to damage rolls against fey, fiends, undead, aberrations, elementals, and celestials equal to your Charisma modifier, as well as have advantage on saves against any magical effects by those creatures.

Multiversal Guardian

At 20th level, you become one of the greatest defenders of peace across all planes of existence. As an action, you gain the following benefits for 1 minute:

  • You have resistance to all damage and immunity to force and radiant damage.
  • You deal extra force damage to weapon attacks equal to twice your level.
  • Nothing in a 1 mile radius can leave the current plane of existence or teleport unless you allow it.
  • Any hostile creature that ends it's turn within 20 feet of you takes psychic damage equal to twice your Charisma modifier, and the damage bypasses immunities and resistances. 

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

Previous Versions

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