Base Class: Paladin
Paladins who pledge to the Oath of the Celestial Radiance are chosen champions of the Moon God, embodying the moon's serene and illuminating power. Their sacred oath binds them to the celestial cycles of the moon, embracing its role as a beacon of light and protector of the night.
These paladins channel the Moon God's radiant energy to guide and shield those in need, using the moon’s divine influence to drive away darkness and restore balance to the world. They are entrusted with the sacred duty of harnessing the moon's celestial grace to combat evil and protect the innocent.
Channel Divinity
Starting at 3rd level, you can use your Channel Divinity to harness the chaotic magic of the Wild Tempest. When you use your Channel Divinity, roll on the Wild Surge Table to create a magical effect:
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| 9 | You emit a bright and colorful light. Each creature of your choice who can see you must succeed a Constitution Saving throw or be Blinded for 1 minute. A creature can repeat this saving throw at the end of their turn. |
| 10 | You and one ally within 30 feet gain a +2 bonus to AC and saving throws until the start of your next turn. |
| 11 | You can cast Fairy Fire without expending a spell slot. |
| 12 | You call down a beam of celestial light. All creatures in a 30-foot line must make a DC 15 Constitution saving throw or take 4d8 radiant damage and be blinded until the end of their next turn. |
Oath spells
You gain oath spells at the paladin levels listed.
Oath of the Wild Magic 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 |
Aura of Lunacy
At 7th level, you radiate an aura of unpredictable celestial energy. The aura extends 10 feet from you while you are not incapacitated. You and your allies within the aura gain a +1 bonus to saving throws against spells and magical effects.
Unleash the Wild
At 15th level, you can call upon the raw chaos of the Wild Tempest. As a bonus action, you can channel wild magic to create a zone of chaotic energy centered on a point you choose within 60 feet. The zone is a 20-foot-radius sphere that lasts for 1 minute. The zone has the following effects:
| d6 | Effect |
|---|---|
| 1 | Unpredictable Strike: Your weapon attacks deal an extra 2d8 damage of a random type (roll a d4 to determine: 1—acid, 2—cold, 3—fire, 4—lightning). |
| 2 | Chaotic Rift: All creatures within the zone must make a DC 15 Dexterity saving throw or take 3d6 force damage and be knocked prone. |
| 3 | Wild Regen: You and your allies within the zone regain hit points equal to 1d6 + your Charisma modifier. |
| 4 | Magic Storm: A storm cloud appears over the zone, dealing 2d6 lightning damage to all creatures within it at the start of their turn. |
| 5 | Fey Step: You and your allies within the zone can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. |
| 6 | Temporal Shift: The zone distorts time. Creatures within the zone have their speed halved and take a -2 penalty to their attack rolls and saving throws. |
Avatar of the Wild Tempest
- Stormform: You are surrounded by a swirling storm of elemental energy. You gain resistance to all damage types except psychic, and any creature that hits you with a melee attack takes 1d8 lightning damage.
- Wild Surge: Once per turn, when you make an attack or cast a spell, you can roll on the Wild Surge Table to produce a random magical effect.
- Chaotic Aura: Your aura expands to a 60-foot radius, and all creatures within it have disadvantage on saving throws against being frightened or charmed.
Once you use this feature, you can't use it again until you finish a long rest.
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