Base Class: Paladin
Paladins who take the Oath of the Stars commit themselves to joining the eternal fight to bring light in the darkness. Though the specific causes they champion may vary, depending on the values of the individual paladins and their deities, all who take the Oath of the Stars are advocates who fight tirelessly to improve the world. They are aware that the work of justice is never done, and that it is their responsibility to build on a legacy that they can pass onto the next generation knowing they have done their best.
Tenets of the Stars
Star in the Darkness. In the broad darkness of night, the stars never stop shining. No matter how dark the world around you grows, do not stop bringing light to the world.
Endless Expanse. Individual stars may burn out, but the night sky is eternal. Others have done this work before you; honor their legacy. Others will do this work when you are gone; leave them a strong foundation.
One Among Many. One star alone does not make a constellation. Embrace teamwork and cooperation; they are the best way to achieve your goals.
Heroes in the Night. Only those who do great deeds are remembered as constellations. Strive towards the greatness and heroism that deserve to be retold.
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.
Radiance of the Stars. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Formation of Stars. As an action, you present your holy symbol, and each willing creature you choose within 30 feet of you becomes part of your constellation. When you create this effect, each creature in the constellation gains temporary hit points equal to half your paladin level (rounded up), that last until they are used or replaced or until your next short or long rest. Until the start of your next turn, each creature in your constellation gains the following benefits:
- The creature sheds bright light in a radius of 10 feet, and dim light for an additional 10 feet. Creatures within the radius of bright light have disadvantage on saving throws against spells and effects that deal radiant or fire damage.
- The first weapon attack the creature makes on its turn deals additional radiant damage equal to your proficiency bonus.
Oath Spells: Oath of the Stars
You gain oath spells at the paladin levels listed in the Oath of the Stars Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Stars Spells
Paladin Level Spells
3rd faerie fire, guiding bolt
5th moonbeam, see invisibility
9th daylight, hypnotic pattern
13th freedom of movement, greater invisibility
17th dream, flame strike
Note: The original design for this subclass was written with access to Xanathar's Guide to Everything; if you are playing with XGtE, Dream and Flame Strike as the fifth-level oath spells may be replaced with dawn and wall of light, which are not basic rules and thus could not be included in this iteration of the homebrew.
Aura of Night
At 7th level, you have become adept at navigating under cover of night, and you emanate an aura of nocturnal confidence. You have darkvision to a range of 60 feet. If you already have darkvision, its range extends by 30 feet. While you aren’t incapacitated, you and friendly creatures within 10 feet of you have advantage on saving throws against being blinded, and friendly creatures within your aura have darkvision to a range of 60 feet.
At 18th level, the range of this aura increases to 30 feet.
Starry Retribution
At 15th level, you have learned to harness your celestial leanings defensively. When you or a creature within 10 feet of you is hit by a melee attack, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, the attacker takes radiant damage equal to half of the damage dealt by their attack.
You can use this reaction a number of times equal to your proficiency bonus, and you recover all expended uses when you finish a long rest.
Avatar of Night
At level 20, you are able to call on your nocturnal inspirations to become a living embodiment of the constellations. As an action, you can take on your constellation form, giving yourself the following benefits for one minute:
- You are immune to radiant and fire damage.
- You shed bright light to a range of 30 feet and dim light for 30 feet beyond that. Hostile creatures who start their turn in your radius of bright light must make a Wisdom saving throw against your spell save DC or be blinded until the end of your next turn.
- The first time on each of your turns when you hit a creature blinded by your aura with a weapon attack, it takes additional radiant damage equal to your proficiency bonus.
This effect ends early if you are incapacitated or if you die. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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