Base Class: Paladin
The Oath of the Stars leads Paladins to explore the vast reaches of the cosmos in pursuit of knowledge. These Paladins are not only skilled in the arts of combat but also deeply attuned to the mysteries of the cosmos. They draw power from the stars themselves, harnessing the energy of distant suns and celestial bodies to fuel their abilities. Whether it's rescuing stranded spacefarers, or confronting otherworldly threats, these extraplanar travelers are a beacon of hope in the infinite darkness of the cosmos.
TENETS OF THE STARS
The tenets of the Oath of the Stars send their Paladins exploring and protecting the vastness of the cosmos.
Final Frontier. Aid explorers and those who would wander the stars.
Leave No Stone Unturned. Do not turn away when new knowledge is found.
Judge Not By Appearance. Give everyone the chance to speak.
Preservation. Protect those who do not have the means to protect themselves.
Cosmic Scales. Prioritize eliminating the greater evil.
Oath of Stars Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Stars Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Protection from Evil and Good, Magnify Gravity |
| 5 | Darkness, Moonbeam |
| 9 | Daylight, Melf's Minute Meteors |
| 13 | Freedom of Movement, Gravity Sinkhole |
| 17 | Contact Other Plane, Dawn |
Shadow of Space
As a Bonus Action, you can expend one use of your Channel Divinity to surround yourself in the void of space. For 1-minute, causing magical Darkness to fill a 20-foot Emanation originating from you. Darkvision can't see through it, and nonmagical light can’t illuminate it.
You can end this effect early (no action required).
Aura of Stars
You and your allies have Immunity to the Blinded condition while in your Aura of Protection. If a Blinded ally enters the aura, that condition has no effect on that ally while there.
In addition, allies within your Aura of Protection can see through magical Darkness.
Orbital
Other friendly creatures within your Aura of Protection are warded by a gravitational force. Any creature who targets a warded creature with an attack or a harmful spell must first make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose to target you or lose the attack or spell. When a creature successfully makes the saving throw against a warded creature, Orbital cannot trigger again until you have finished a short or long rest.
Spiral Galaxy
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Expanded Aura. Your Aura of Protection increases to a 60-foot Emanation.
Nova Burst. Once per turn, you can summon a mote of light (no action required) within your Aura of Protection; the mote shines bright light in a 5-foot radius. Whenever a creature enters the Bright Light or ends its turn there, if it's an enemy, it takes charisma modifier plus proficiency bonus in radiant damage, if it's an ally, it regains that many hit points. A mote of light disappears if it moves outside your Aura of Protection.
Starlight. The aura is filled with Dim Light that is sunlight.
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