Base Class: Paladin
The Oath of the Beyond swears fealty to entities that lie beyond the material plane, becoming the mortal arm of their influence as they seek to encroach and create a foothold in the material plane. Paladins who take this oath gain these beings’ capabilities to warp space and gravity around them, and they wholeheartedly believe that the intentions of these beings are benevolent and beneficial, even though they don't fully understand its reasons. They won’t stand in the way of magnificent gods.
Tenets of the Beyond
A paladin who assumes the Oath of the Beyond does everything they can to spread the influence of their otherworldly benefactor.
Spread and Assimilate. The knowledge of the otherworldly entity and its benevolent deeds must be made known throughout all planes.
Embrace the Unknown. It is where your benefactor resides, search the darkness for comprehension of the beyond.
Defer to Their Wisdom. The wisdom of your patron is beyond your understanding, and as such must be followed whenever possible.
Oath Spells
You gain the following oath spells.
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Spell Level |
Spells |
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1st |
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2nd |
levitate, Maximilian’s Earthen Grasp (appears as tentacle) |
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3rd |
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4th |
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5th |
arcane hand (appears as tentacle), telekinesis |
Awoken Mind
Beginning when you first choose this oath at 3rd level, your oath to the beyond gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within a number of feet equal to 5 times your Paladin level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Starting at 7th level, you no longer need to see the creature to speak with it using this feature.
Channel Divinity
Also at 3rd level, you gain the following Channel Divinity options:
Unleash the Beyond. As a bonus action or an attack, you can temporarily open a portal to the beyond you worship, expending your Channel Divinity. Choose a point you can see within 30 feet of you, causing all hostile creatures within 10 feet of you to succeed on a Strength saving throw against your spell save DC, or be pushed up to 10 feet in the direction of the point. As a bonus action on any subsequent turns for the next minute, you may open the portal again and force creatures to make the saving throw again.
Beyonder’s Grasp. Whenever you hit with a weapon attack, you may choose a creature within range of a weapon you’re holding and force it to feel your beyonder’s magnificence. It must succeed on a Constitution saving throw against your spell save DC or take force damage equal to your paladin level and be either knocked prone, become deafened or be pushed up to 10 feet away from you; only taking half as much damage on a successful save.
Aura of Magnificence
At 7th level, you permanently emit an aura of crushing warped gravity, mirroring the old gods’ influence. Terrain within 10 feet of you counts as difficult terrain for hostile creatures. At 18th level, the range of this aura increases to 30 feet.
Spatial Twist
At 15th level, you can use your connection to the beyond to warp space around you and make it meaningless, causing reality to fold to the beyond’s whims. You have two uses of this feature, regaining the ability to use them again when you finish a short or long rest, and you can use them to cause either of the following effects:
- Whenever you were to take the Attack or cast a spell that has a target other than yourself, you may teleport up to 30 feet to an unoccupied space within range of the target before the attack or spell is made, potentially putting you within range of your target if you weren’t already.
- Whenever a hostile creature within 30 feet of you were to take the Attack or cast a spell that has a target other than itself, you may use your reaction and have it succeed on a Constitution saving throw against your spell save DC. On a failed save, the creature is teleported to an unoccupied space within 30 feet of you. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. The target doesn’t lose its action, it may use it to do something else, but a spell slot or resource is lost if the target is out of range after the teleportation.
Inscrutable Form
By the time you’ve reached 20th level, you can take on the form of the mysterious unknown entity. As an action, you gain the following benefits for 1 minute:
- You are invisible
- Creatures within 30 feet of you have disadvantage on saving throws against your Oath Spells and Channel Divinity options, unless they are Aberrations.
- Once per turn, when you hit a creature with an attack, you may force it to succeed on a Constitution saving throw against your spell save DC, becoming restrained by space and gravity itself. It can attempt a Strength(Athletics) check as an action on its turn to attempt to escape.
- You can use your Spatial Twist feature once per turn, without expending any uses.
Once you use this feature, you can't use it again until you finish a long rest.
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