Base Class: Paladin
The Oath of Celestial binds Paladins to getting justice for the pain, suffering, and destruction caused by Fiends and the Undead. These Paladins tirelessly hunt down and destroy Fiends and evil undead. wherever they may try to hide. They hold themselves to the highest standards of conduct, and some—for better or worse—hold the rest of the world to the same standards.
Most who swear this oath hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. Others are devoted to gods of good and use their god's tenets as the measure of personal devotion.
These paladins share the following tenets:
- Hunt and destroy the Fiend and the undead wherever they may hide.
- Get justice for those harmed by the lower planes and the undead.
- Let your honorable deeds be an example.
Level 3: Oath of The Celestial Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of The Celestial Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Spiritual Weapon, Shield of Faith |
| 5 | Crusader's Mantle, Command |
| 9 | Aura of Purity, Sunbeam |
| 13 | Conjure Celestial, Banishing Smite |
| 17 | Summon Celestial, Sunburst |
Level 3: Invoke Heaven
3rd level Oath of The Celestial feature
You gain the following two Invoke Heaven options:
Grand Strategist. You can order your allies to follow your formation (no action required). Choose one or more creatures within 60 feet of you who can hear you, up to a number of creatures equal to your proficiency bonus. Each target can immediately move up to half their speed without provoking opportunity attacks.
Swift Retribution. As an action, you invoke the authority of the heavens. You make a weapon attack and choose a number of willing creatures up to your proficiency bonus who you can see within 30 feet of you. Each creature you choose can use a reaction to make a weapon attack or cast a damage-dealing cantrip with a casting time of 1 action.
This feature may be used twice per long or short rest.
Level 3: Heavenly Seals
3rd Level Oath of the Celestial Feature
You gain the ability to censure creatures with the power of Heaven. Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see “Burning Seals” below). A creature with one or more of your seals is referred to as a sealed creature. Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature’s body.
You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain paladin levels, as follows: 3rd level: 4 seals, 7th level, 5 seals, 13th level: 6 seals, 20th level: 8 seals
If a sealed creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal’s duration continues to elapse when a sealed creature dies and when that seal is moved to a new creature.
Burning Seals. When a sealed creature you can see within 30 feet of you takes damage from any source other than a seal burned by a Paladin, you can burn any number of seals you placed on them to deal 1d6 fire or radiant damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated.
Once a seal is burned, it immediately vanishes. Once you reach 5th level in this class, your connection to celestials strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 11th level (for a total of 3d6) and 20th level (for a total of 4d6) in the Paladin class.
Seal Save. Class features you gain later can add additional effects to your Heavenly Seals and require your target to make a saving throw to resist them. The saving throw DC for these effects uses your interdict save DC, which is calculated as follows:
Seal save DC = 8 + your proficiency bonus + your Charisma modifier
Level 7: Improved Heavenly Seals
7th level Oath of The Celestial feature
You learn the following additional ways to use your Heavenly Seals at the noted Paladin levels.
Telekinetic Seal (7th Level). When a creature you can see moves within 5 feet of you, you can use your reaction to place a seal on them. When you do, the target must succeed on a Charisma saving throw or be either pushed back 15 feet or knocked prone (your choice).
Restraining Seal (13th Level). When you use a bonus action to place or move a seal on a creature who is no more than one size larger than you, they must succeed on a Charisma saving throw or be restrained until the end of their next turn.
Celestial Supremacy (18th Level; Passive). Your attacks against sealed creatures score a critical hit on a roll of 18 through 20.
Level 15: Heavenly Smite
15th level Oath of The Celestial feature
Your ability to do battle with fiends and undead has increased. Smite damage is now doubled when you make a successful smite attack against a fiend or an undead.
Level 15: Tis not your time!
15th level Oath of The Celestial feature
When an ally within 30 feet of you who can hear you drops to 0 hit points without being killed outright, you can use your reaction to shout an order at them, causing them to drop to 1 hit point instead. Once you use this reaction, you can’t do so again until you finish a short or long rest.
Level 20: Holy Aura
20th level Oath of The Celestial feature
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes 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).
Holy Ward. You and those in your Aura of Protection have Advantage on any saving throw you are forced to make by a Fiend or an Undead. Any attacks against you or those in your Aura of Protection made by Fiends or Undead are made with Disadvantage.
Holy Attacks. You have Advantage on any attacks you make against a Fiend or an Undead.
Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.
Sunlight. The aura is filled with bright light that is sunlight.
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