Base Class: Paladin
Tenets of the Intergalactic Astral Warden
For paladins who swear the Oath of the Intergalactic Astral Warden, their sense wonder and curiosity are intertwined with their highest calling of harmony amongst the Astral Sea. Wardens believe the plane is gift that belongs to all who travel in peace and will defend those who cannot otherwise defend themselves as they travel amongst the stars.
To Go, and Boldy So. As Intergalactic Paladins push beyond the limits of the known they leave behind a breadcrumb trail of light so that others may freely chart their own path without fear of oppression, piracy, or those who would dominate the curious. They do not dip their toes into the mighty pool of wonder. They dive in head first so others know it is safe to join them.
An Order of Light; Balanced Against the Dark. The Astral Sea is a dangerous, wild, and free space equally filled with untamed beauty and unspeakable horrors. The Intergalactic Wardens are well aware of this harmony and serve it maintain it rather than tip the scales, they will log and map safe paths of passage and create neutral zones to buffer against would be threats to the Astral Sea. Their order seeks peace and community, and will defend that when necessary.
A Life of Discovery is Better than a Life at War. The innate sense of curiosity and wonder of the Intergalactic Warden is better sated by peaceful exploration through diplomacy, discovering a path of harmonic federation than colonial imperialism and conquest. The Intergalactic Warden would rather be remembered for a glorious diplomatic compromise turning foe to friend than that enemies complete and utter destruction.
The Benefits of the Uncharted and Unknown. The Astral Sea is filled with mystery and untapped lessons about life, the universe, and everything. Through unraveling enigmatic knots within the interconnected multiverse, the Intergalactic Warden gains an innate understanding for the technologic achievements of other races that may aid their quest of discovery. Because of this, at 3rd level, Intergalactic Astral Wardens have access to the Artificer-class spell list as well as Paladin-class spells.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Intergalactic Warden Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Intergalactic Warden Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Aggressive Negotiations. You can use your Channel Divinity to rebuke those who seek violent delights. Immediately after an attacker within 30 feet of you deals damage with an attack against a peaceful creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
Elegant Weapon. As an action, you can imbue one weapon that you are holding with a positive crystalline energy that harkens to a more civilized age, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright crystalline light, in a color of the Paladin's choosing, in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. All damage from this weapon is now Force damage.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Peace Through Technology
Intergalactic Astral Warden gain access to Artificer-class spell list through exploring the vast expanse of the Astral Sea and bridging friendships with those that favor life, peace, and prosperity. Any Artificer-class spell that an Intergalactic Astral Warden is known and may be prepared by the Intergalactic Astral Warden.
The Needs of the Many
An Intergalactic Warden recognizes they, like all living things are made of stardust and have little issue returning to that state should, in the grand calculus of the Astral Sea, a moment calls upon their sacrifice to ensure the survival of peace and prosperity for all. At 7th Level, when creatures within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creatures, causing that creatures not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.
To Infinity and Beyond
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.
A Light Side Legend
At 20th level, you unleash the extra-planar light from the legends—especially those that are exaggerated—of your great deeds to protect yourself and others from the forces of darkness. As a bonus action, you gain the following benefits for 1 minutes:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Your allies have advantage on death saving throws while within 30 feet of you.
- You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
- Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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