Paladin
Base Class: Paladin

After dedicating your life and faith to your god, they betrayed you and you lost your way. Or something so horrific happened to you that you lost your faith and belief in your god and are trying to regain that faith... or not. Whatever the case may be, your faith has been shaken to its core and you are lost. And because you have severed your original oath, your power no longer comes from a god, but rather the Soul of the Universe. Not much is known about this entity. In fact, no one is sure they exist. Only a select few have had a tether with them, but they are long gone... until now. This entity is both the creator of all things as well as the creation. It has been, is, and will always be. It was the beginning as well as the beginning of the beginning and it will be the end of the end. It's power courses through you allowing you access to the very energy that created magic. You are a protector of the cosmos and all things that have been, are, and will be throughout history.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Healing Presence. You can use your Channel Divinity to exude a healing presence. As an action, when you heal a companion, all other companions within 30 ft. regain half as much hit points from the initial spell cast. For example, if you heal someone for 10 hit points, everyone else automatically gains 5 hit points. Those at full health gain a quarter in temporary hit points that last 4 hours or until used.

Celestial Strike. You can use your Channel Divinity to call upon the stars to empower your strike. When you make an attack roll, you can use Channel Divinity to add an additional 2d6 plus your spell casting modifier. You can choose to do so after the roll but before knowing the result.

Aura of the Stars

Starting at 7th level, you constantly emanate a revitalizing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a companion is within 10 ft. of you, they gain dark vision while in the aura, and they regain hit points equal to half your paladin level if it starts its turn there.

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

Celestial Bane

Starting at 15th level, those who dare to oppose the universe will pay dearly for their interference with your holy quest. Whenever a creature hits you with an attack, you may cast bane on them without expending a spell slot if you’re not incapacitated.

Guardian of the Multiverse

At 20th level, you harness the powers of the multiverse. As an action, you can magically become an avatar of the stars, gaining the following benefits for 1 minute:

  • You gain half your max hp in temporary hit points.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • The final value for any healing spell you cast is doubled.

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

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