Base Class: Paladin
You swear your oath to the balance of light and dark, to be a beacon in the dark like a shooting star through the void
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
| Paladin Level | Spells |
|---|---|
| 3rd | color spray, magic missile |
| 5th | moonbeam, spiritual weapon |
| 9th | hypnotic pattern, locate creature |
| 13th | commune, reverse gravity |
| 17th | dream, sunburst |
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.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, 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 light 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.
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.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Lucid Dreams
You emit an aura of possibility. You and any creatures of your choice within 10 feet of you have advantage on death saving throws. If the aura is still in effect when a target is subjected to an effect that would kill it instantaneously without dealing damage (such as Disentegtrate, Power Word Kill or an Elder Brains breath weapon), that effect is instead negated against the target, and the aura’s effect ends. Recharges after a Long Rest. Other creatures cannot benefit from this aura if you’re incapacitated.
At 18th level, the range of this aura increases to 30 feet
Purity of Stars
You all ways know what time it is. And if you can study the stars for up to an hour you can learn where you are located in the material plane if you have a map. (To the DMs discretion) but only when you can see the night sky. You also gain access to the Augury spell which you can cast as a ritual
Supernova
At 20th level, you gain the ability to become the realization of the end of a star's life. As an action, you can magically infuse yourself with starlight, gaining the following benefits for 1 minutes:
You emit bright light in a 60-foot radius and dim light for an additional 60 feet, blinding creatures a number of creatures equal to your Charisma Modifier on a failed a Con Save. They can repeat the save at the end of each of their turns.
You can over charge your Divine Smite up to a number of times equal to your Charisma Modifier. When you use your Divine Smite feature and expand a charge, you may roll the damage a second time (this additional roll is not able to be doubled by a critical hit)
Once you use this feature, you can't use it again until you finish a long rest.
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