Paladin
Base Class: Paladin

Mystryl, the original goddess of magic, is said to have been born of Selûne. Although Mystryl’s second successor Mystra (once the mortal wizard Midnight) retains dominion over the Weave, Selûne is thought by some to retain a measure of influence over her twice-removed daughter’s portfolio, causing the Weave to ebb and flow much as the moon causes tides in Torilian bodies of water. The Order of the Blue Moon is a small religious order dedicated to both the Mother of Mystery and the reigning Lady of Mysteries. The group draws its name from fluctuations of the Weave that result in localized concentrations of magic that occur at varying locations during nights of the full moon, causing Selûne to appear blue. Members of this order serve both goddesses in their endless battles with Shar, the Mistress of the Night. They seek advantage over the dark servants of their eternal foe by making strategic use of Selûne’s influence over the Weave combined with the power of the Weave itself. The order gathers only to debate shared goals and propose new missions beneath the light of a blue moon. The order’s hidden chapter house is said to lie amid the Red Rocks north of Waterdeep, protected by both the ever-raging waters of the sea and a permanent maelstrom of wild magic. However, Waterdeep’s House of the Moon serves as the order’s day-to-day center of operations, for Naneatha Suaril actively supports the order’s goals. Knights of the Blue Moon are most active along the Sword Coast and western Inner Sea lands. Paladins who join this order are permitted to freely multiclass as sorcerers, as long as their sorcerer level never exceeds their paladin level. Note that only Mystra allows paladins in her service.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Radiant Defense. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your paladin level.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Bluemoon Spells

PALADIN LEVEL

SPELLS

3rd

Detect Magic, Faerie Fire

5th

Darkvision, Moonbeam

9th

Magic Circle, Phantom Steed

13th

Arcane Eye, Control Water

17th

Contact Other Plane, Dream

Aura of the Bluemoon

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Moon Kissed

Beginning at 15th level, When you heal a creature with your Lay on Hands the creature gains temperary hit points equal to half your paladin level, rounded down (minimum of one spell).

Selûne's Chosen

At 20th level, you can assume the form of a knight of Selûne, your armor and weapons are coat of silver with calming blue glowing markings. Using your action, you undergo a transformation.

For 1 minute, you gain the following benefits:

  • you can emanate an aura of moonlight, shedding bright light from you in a 15 foot radius, and dim light shines 15 feet beyond that.

  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your Charisma modifier + half your paladin level. You don’t gain this benefit if you have less than half of your hit points left.

  • At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Once you use this feature, you can’t use it again until you finish a long rest.

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