Base Class: Paladin
Tenets of the Celestial
Those that follow the Oath of the Celestial seek to be a guiding light in the world that others can rely upon. The ones that walk this path tend to follow these tenets.
Steadfast. Just as the stars hold firm to their position in the night sky, so do you in your unwavering heroism. You refuse to be shaken preferring to stand your ground even in the face of impossible odds.
Pursuer of Fate. The future is written in the stars and it is your job to help those around you to find and walk their path even if that path ends against your blade.
Knowledge Beyond Measure. The night sky is a reminder that no matter what all is discovered, there is always more out there to find. A life pursuing the unknown leaves behind a world better understood.
Guiding Light. In a person's darkest times it is up to you to be the beacon that helps them find their way. You can't abide turning a blind eye to a creature struggling in almost any aspect of their lives.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd: Guiding Bolt, Healing Word
5th: Lesser Restoration, Moonbeam
9th: Beacon of Hope, Melf's Minute Meteors
13th: Aura of Life, Guardian of Faith
17th: Flame Strike, Greater Restoration
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Starburst. A burst of energy erupts from you in a sudden explosion of intensely burning starlight. Any non-friendly creatures inside of your aura must make a Constitution saving throw or take 3d8 radiant damage and be blinded until the start of your next turn. If the creature makes the save they take half damage and are not blinded. For the next minute you glow with bright light centered on you that shines in a 15 foot radius, and an additional 15 feet of dim light beyond that. The damage increases by an additional 1d8 at 7th, 15th, and 20th level
Starstruck. A beautiful weave of colorful light, centered on you, blankets the area in a surreal and soothing dance for 1 minute. Each creature inside a 15-foot radius must succeed on a Wisdom saving throw or become charmed for the duration. While charmed, the creature is incapacitated and has a speed of 0. The effect ends for the affected creature is it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Norhtstar
Starting at 3rd level, you can no longer become lost so long as you can see the stars in the night sky.
Your Own Path
Starting at 7th level, for a friendly creature inside your aura, the first time they deal damage to a hostile target on their turn, they heal a number of hit points equal to your Charisma modifier (minimum of 1).
Your aura extends to 30 feet at 18th level.
The Burning Star
Beginning at 15th level, your aura burns with the warmth of the sun. Any creature inside your aura becomes protected from the effects of extreme cold.
In addition, you can choose to use your action to cast lay on hands on a hostile target dealing fire or radiant damage instead of healing. The creature must make a Dexterity saving throw. Before the DM lets you know if the saving throw passed or failed, you have to decide how many points you choose to expend on this feature. If the creature succeeded on their save they take half damage.
Heart of the Star
You gain this feature at 20th level. Choose a creature you can see within 60 feet. That creature begins to burn with a white hot intensity. The creature takes 20 fire damage that ignores any resistances and immediately ignites in flame. Each round on that creature's turn they take 1d10 fire damage, also ignoring resistances, until they take an action to put the flames out.
All attack rolls against a creature ignited by the flame have advantage.
Once you use this feature, you can't use it again until you finish a short or long rest.
Comments