Base Class: Paladin
On the picturesque Sacred Islands there are whispers of a legend. The legend of the Seven Saints. The Seven Saints are believed by the fey folk of the Sacred Islands to have sealed the Chaos of the Second Garden. The Second Garden was Ahra's first attempt at creating the mortal plane but was marred by the churning of chaotic forces within the garden. The first fey folk are said to have wandered this garden of chaos where danger lurked under every leaf and rock. Seven fey folk took it upon themselves to quiet the chaos to allow their families to live in peace.
Horgota the fire sprite, Saint of the Sacred Flame
Tenet - To douse the flames of war and anger.
Gorg the Centaur, Saint of the wandering Hailstorm
Tenet - To protect the weary from the cold and uncaring
Musa the Lamia, Saint of the dread venom
Tenet - To balance the toxic with life
Goop The Slime, Saint of bubbling abyss
Tenet - To protect love from decay
Kirin The Unicorn, Saint of the Lightning Rod
Tenet - To be a inspiration to those downtrodden
Feylon The Fairy, Saint of the Steadfast Mind
Tenet - To bring peace to the mind
Boondor The Minotaur, Saint of the Thundering Horn
Tenet - To face danger head on
These Saints were rewarded by Ahra and Vrota for a lifetime of dedication to quelling the chaos. Their reward was deification and jurisdiction over their life's work. To swear by one of the Seven is to swear by them all. Paladins who swear an Oath to the seven do so when they are prepared to face the chaos once more, to bring order and balance to world.
Paladins of the Seven Saints are sometimes called Firework Knights, rainbow knights, or chaos knights for their ability to channel the primal chaotic energies of the seven to help those in need.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of The Seven Saints Spells
| Paladin Level | Spells |
|---|---|
| 3rd | chaos bolt, faerie fire |
| 5th | pyrotechnics, phantasmal force |
| 9th | hypnotic pattern, summon fey |
| 13th | elemental bane, fire shield |
| 17th | flame strike, far step |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Chaos Swirl. You can use your Channel Divinity to augment your smite with the power of the Seven Saints. As a bonus action, you can adhere to one of the tenets of the Seven to empower your next smite. Choose, Acid, Poison, Fire, Cold, Thunder, Lightning or physic. The next time you smite a creature you may change the damage type of your smite to your chosen tenet. In addition, you may roll one extra damage die of that smite.
Trust of the Seven. You can use your Channel Divinity to rebuke those who would invoke chaos. Immediately after an attacker within 30 feet of you deals Acid, Poison, Fire, Cold, Thunder, Lightning or physic damage with an attack against a creature other than you, you can use your reaction give the target of that attack immunity to that damage type until their next turn.
Aura of the Chaotic Maelstrom
Starting at 7th level, you can call upon the chaotic powers of the seven to empower your allies. When an ally within 10 feet of you deals Acid, Cold, Fire, Lightning, Thunder, Poison or Psychic damage, you can use your reaction to add your proficiency bonus to the attacks damage.
At 18th level, the range of this aura increases to 30 feet.
Embrace the Chaos
Starting at 15th level, you may call on the Seven to aid your abilities. As an action, you may roll a D6 and raise one of your ability scores by your proficiency bonus for 1 hour.
1. Strength
2. Dexterity
3. Constitution
4. Wisdom
5. Intelligence
6. Charisma
Chaos Knight
At 20th level, you become a primal chaotic force, which gives you two benefits:
- Whenever you hit a creature with an Acid, Fire, Cold, Lightning, Thunder, Psychic or Poison attack they cannot benefit from any resistances or immunities to that damage.
- Additionally, your smites become blinding fireworks of chaotic energy. Whenever you smite a creature with your channel divinity: Chaos Swell, any enemies within 20ft of you must make a constitution saving throw against your spell DC. If they fail, they are blinded for 1 minute.
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