Paladin
Base Class: Paladin

The Oath of the Cosmos calls to Paladins who seek a greater power granted from the alien world above and afar from the physical rock that we call home. Learning from the stars, moons, planets, nebulas, dark matter and anti matter and a bunch of other spatial creations, those that follow the Oath of the Cosmos purse a need to learn about the stars above, be granted abilities of alien like gifts and become one with the greater universe. Followers of this Oath tend to be curious, always wanting to learn, but also be fearless and ruthless in the heat of battle, using uncommon tactics and elements that many of the mortal world don't understand. 


Channel Divinity

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

Starry Night. You can use your channel divinity to use this feature. Emitting from you is a bright radiance, as bright as the stars in the night sky. Each creature of your choice within 20ft of you must make a Constitution saving throw (Spell Save DC) or become blinded, lasting for 1 Minute. Affected creatures can remake the save at the end of their turns.

Big Bang Catastrophe. You can use your channel divinity to use this feature. Emitting from you, as you channel the powers of the cosmos in you, a wave of energy is released and a discombobulating bang snaps. Each creature of your choice within 20ft of you must make a Constitution saving throw (Spell Save DC) or suffer 3d10 Thunder damage and become deafened, lasting for 1 Minute. While deafened in this way, creatures have disadvantage on Constitution saving throws made to maintain concentration on spells. Affected creatures can remake the save at the end of each of their next turns, ending the effect on a success.

Psychic Smite

Beginning at 3rd level, whenever you deal radiant damage with the Divine Smite feature, you can choose to replace the damage type with psychic damage for the attack.

Aura of Gravitation

Starting at 7th level, you can emit a strong well of gravity centered around yourself. Creatures must spend 2 ft of movement for every 1 ft moved away from you while within the aura. Creatures of your choice that attempt to move out of the space of your aura must succeed on a Strength saving throw (against your Spell Save DC) or remain within the aura until the start of their next turn. A creature that ends its turn within the aura is pulled 5ft closer to you, if there is an empty space they can move to.

At 18th level, the range of this aura increases to 30 feet, and creatures that end their turn within the aura are instead pulled up to 20ft closer to you.

Awakened Minds Eye

When you reach 15th level, your Oath to the cosmos has opened your mind to points further and beyond of what you already understand.

You gain resistance to psychic damage and your mind can't be read unless you knowingly allow it. The cosmos has also tapped into your mind's eye and has given you the ability to understand any spoken language you hear. Furthermore, any creature that knows at least one language and can hear you can also understand what you are saying.

Ethereal Nebula

When you reach 20th level, your spirit has entwined with the cosmos. As an action, you body transforms into a multicolored, glowing, corporeal cosmic nebula. You gain the following benefits for 1 Minute:

- You gain resistance to cold, fire and lightening damage, and immunity to psychic damage. 
- Creatures of your choice that are in your aura gain advantage on Intelligent Saving Throws.
- Creatures that start their turn within your aura suffer either 2d6 cold/fire/lightening damage and 2d6 physic damage. You can choose which each time this effect triggers.

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