Tenets of the Celestials Those that follow the Oath of Celestia seek to be a light in the world that others can rely upon. This oath emphasizes the principles of law and pure good above all else. Its central principles are simple.
Steadfast. Just as the stars hold firm to their position in the night sky, so do you in your unwavering heroism. You refuse to be shaken preferring to stand your ground even in the face of impossible odds. Due to this, you are immune to being charmed or frightened.
Law and Order. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Guiding Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. You can't abide turning a blind eye to a creature struggling in almost any aspect of their lives.
Honor Among Gods. Your word is your bond. Without loyalty, oaths and laws are meaningless. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, or keep your word, what will become of the world?
Oath Spells You gain oath spells at the paladin levels listed.
3rd Level — Command, Compelled Duel 5th Level — Moonbeam, Misty Step 9th Level — Spirit Guardians, Protection from Energy 13th Level — Wall of Fire, Dimension Door 17th Level — Circle of Power, Greater Restoration
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Sunburst. A burst of energy erupts from you in a sudden explosion of intensely burning light. Any non-friendly creatures inside of your aura must make a Constitution saving throw or take 3d8 radiant damage and be blinded until the start of your next turn. If the creature makes the save they take half damage and are not blinded. For the next minute you glow with bright light centered on you that shines in a 15 foot radius, and an additional 15 feet of dim light beyond that. The damage increases by an additional 1d8 at 7th, 15th, and 20th level.
Aura of Warding Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
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.
Divine Rage At 20th level, you have strengthened and trained your celestial bond and can harness raw celestial energy. Choose up to 5 creatures you can see within 60 feet. That creature begins to burn with a white hot intensity. The creature immediately takes 40 radiant damage that ignores any resistances and immediately ignites in flame. Each round on an affected creature's turn they take 2d10 radiant damage, also ignoring resistances, until they take an action to roll a DEX save against the caster's DC + CHA modifier.
All attack rolls against a creature enveloped by the light have advantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
The 20th level ability doesn't state the type of action it uses - action, bonus action, reaction, etc; that's pretty much the only typographical issue I can see.
Aside from that, I don't really feel like these abilities have much cohesion. Some things are divine light and fire, the 7th ability is the same as the Oath of Ancients, and the 15th ability is a Barbarian port. I was pretty excited about the first CD Champion's Challenge, because that's a pretty fun idea to work with. I'm not sure about the rest fitting the same motif, though.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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Paladin: Oath of Celestia
Tenets of the Celestials
Those that follow the Oath of Celestia seek to be a light in the world that others can rely upon. This oath emphasizes the principles of law and pure good above all else. Its central principles are simple.
Steadfast. Just as the stars hold firm to their position in the night sky, so do you in your unwavering heroism. You refuse to be shaken preferring to stand your ground even in the face of impossible odds. Due to this, you are immune to being charmed or frightened.
Law and Order. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Guiding Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. You can't abide turning a blind eye to a creature struggling in almost any aspect of their lives.
Honor Among Gods. Your word is your bond. Without loyalty, oaths and laws are meaningless. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, or keep your word, what will become of the world?
Oath Spells
You gain oath spells at the paladin levels listed.
3rd Level — Command, Compelled Duel
5th Level — Moonbeam, Misty Step
9th Level — Spirit Guardians, Protection from Energy
13th Level — Wall of Fire, Dimension Door
17th Level — Circle of Power, Greater Restoration
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.
Sunburst. A burst of energy erupts from you in a sudden explosion of intensely burning light. Any non-friendly creatures inside of your aura must make a Constitution saving throw or take 3d8 radiant damage and be blinded until the start of your next turn. If the creature makes the save they take half damage and are not blinded. For the next minute you glow with bright light centered on you that shines in a 15 foot radius, and an additional 15 feet of dim light beyond that. The damage increases by an additional 1d8 at 7th, 15th, and 20th level.
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
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.
Divine Rage
At 20th level, you have strengthened and trained your celestial bond and can harness raw celestial energy. Choose up to 5 creatures you can see within 60 feet. That creature begins to burn with a white hot intensity. The creature immediately takes 40 radiant damage that ignores any resistances and immediately ignites in flame. Each round on an affected creature's turn they take 2d10 radiant damage, also ignoring resistances, until they take an action to roll a DEX save against the caster's DC + CHA modifier.
All attack rolls against a creature enveloped by the light have advantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
The 20th level ability doesn't state the type of action it uses - action, bonus action, reaction, etc; that's pretty much the only typographical issue I can see.
Aside from that, I don't really feel like these abilities have much cohesion. Some things are divine light and fire, the 7th ability is the same as the Oath of Ancients, and the 15th ability is a Barbarian port. I was pretty excited about the first CD Champion's Challenge, because that's a pretty fun idea to work with. I'm not sure about the rest fitting the same motif, though.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?