Paladin
Base Class: Paladin

"Apologies, me and my friend are just passing through.", A kalashtar spoke telepathically to a few that were close by, adjusting a small badge that is in form of a star on their vest before giving a light hearted smile. As a measure for those that take a peek, they flashed what is by their hip as it is the friend they are heavily talking about: a simple revolver.

This is a ranged paladin subclass that focuses more with ranged attacks and give a small variety of options. All the while with a starry aftertaste.

Starslinger Oath Spells

3rd-Level Oath of the Starslinger Feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Oath of the Starslinger Spells table. These spells count as Paladin spells for you, but they don't count against the number of Paladin spells you prepare.

Oath of the Starslinger Spells
Paladin Level Spells
3rd Guiding Bolt, Jim's Magic Missile
5th Flaming Sphere, Moonbeam
9th Melf's Minute Meteors, Slow
13th Evard's Black Tentacles, Fire Shield
17th Dawn, Wall of Light

Channel Divinity

3rd-Level Oath of the Starslinger Feature
Starting at 3rd level, you got to kick it up a notch with the star path you have and pick between the options you got; as they are going to be the light of your abilities. Choose two Channel Divinities.

Channel Divinity: Cosmic Lash

As an action, you channel the fury of a dying star into a whip of pure astral energy. Choose a point within 120 feet. Each creature in a 30-foot radius must make a Dexterity saving throw. On a failed save, they take 4d8 Radiant damage plus 4d8 Force damage and are pulled 15 feet toward the point. On a success, they take half damage and aren’t pulled. Celestials, Fiends, and Aberrations take an additional 1d8 Radiant damage.

Channel Divinity: Gravity Surge

As a bonus action, you twist space around a number of targets equal to your proficiency bonus that is within 100 ft. of you. Choose one:

  • Stellar Anchor. If the target is an ally, they gain resistance to bludgeoning, piercing, and slashing damage and immunity to the grappled and prone conditions for one minute.,
  • Black Hole Pull. If the target is a hostile target, must succeed on a Strength Saving Throw or be pulled a number of feet toward you equal to ten times your proficiency bonus. If they collide with an object or creature, they take 1d6 Magical Bludgeoning damage per 10 feet moved. If a target is pulled into your space (or within your aura in later levels), you may immediately make a single weapon attack against them as a reaction.

Channel Divinity: Nebula Shackles

As an action, you forge chains of compressed space-time around a creature within 90 feet. The target must make a Strength or Dexterity Saving Throw (their choice); if the target is Large or smaller, they have a -2 penalty to the saving throw. On a failure, they are restrained. While restrained, at the start of each of their turns, they take 2d6 Force damage.

The shackles last 1 minute, but the target can repeat the saving throw at the end of each of their turns. On a success, the effect ends.

Channel Divinity: Starbright

You can use your Channel Divinity to cause the pure power of stellar fusion to appear around your form. Bright light extends out 60 feet from you, and dim light for an additional 120 feet. The area within 5 feet of you counts as sunlight. You can end this effect on your turn with no action required; otherwise, it ends after 1 minute.

Starry Outlaw

3rd-Level Oath of the Starslinger Feature
You have made through your path to travel the cosmos and slinging more than stars and comets around. Gotta have your hands prepared for anything, anytime. At 3rd level, you gain the following benefits from this oath:

  • You gain proficiency in firearms.
  • You can attack with ranged weapons with your Charisma modifier in place of Dexterity.
  • You are able to smite with ranged weapons but they are d6s instead of d8s.
  • With your Divine Smite, Smite Spells and Improved Divine Smite, you are able to change the damage type to Cold, Fire, Force, Necrotic or Radiant.

A Starslinger's Aura

7th-Level Oath of the Starslinger Feature
Touching this level allows you to choose an aura that gravitates towards you. Reaching 7th level, choose one aura.

Aura of Astral Beacon

Starting at 7th level, you have a 10-foot radius aura that produces starlight. The aura emits bright light within that radius and extends an additional amount of dim light of the same amount. Allies who start their turn with the aura's bright light regain 2d8 plus your Dexterity or Charisma modifier in hit points.

Additionally, those that are in the bright light, ranged attacks deal an additional 2d4 radiant damage as infused with cosmic energy.

This aura is able to be shut off by the Darkness spell or similar abilities.

At 18th level, this aura increases to a 30-foot radius and this aura is strong enough to pierce through 4th Level Darkness and similar abilities.

Aura of Gravitational Ward

At the beginning of 7th level, you produce a 10-foot radius aura that is centered on yourself that gives quite a heavy pull from gravity. Ranged attacks have disadvantage on allies that are in the aura and hostile creatures that are in the aura have their movement speed halved. In addition, hostile creatures that start their turn in the aura must make a Strength Saving Throw or take a number of d6s equal to Half of your proficiency bonus and be restrained.

They can reroll their Strength Saving Throw at the start and end of their turns to end the effect, but the second it ends, they have their movement speed reduced by half for one minute.

At 18th level, this aura's radius increases to 30 feet.

Aura of Nebula's Faerie Lights

Starting at the 7th level, with your 10-foot radius aura centering on you, the aura have a few comets made of divine magic orbiting around you. Hostile creatures that enter or start in their aura must make a Dexterity Saving Throw or be under the effects of Faerie Fire until they leave the aura.

In addition, yourself and allies that attack targets, can force the target to make a Dexterity Saving Throw against your Spell DC. Upon failure, they are under the effects of Faerie Fire until the end of the target's next turn.

At 18th level, the aura's radius increases to 30 feet and you apply half of your proficiency bonus to attack rolls involving ranged attacks to allies in your aura.

Aura of Stellar Burst

Starting at 7th level, you conjure a 10-foot radius aura from yourself that presents a multitude of constellations. Allies in the aura getting hit with a ranged attack, you can make a weapon attack (melee if you are within weapon range, or your ranged weapon) to deflect the attack.

If your attack roll manages to be higher than the attacker's attack roll, you deflected the attack; if your attack roll manages to be higher than the attacker's attack roll and is able to hit their AC, you send the attack back and deal damage equal to your weapon plus an additional 2d4 radiant damage. This utilizes your reaction and you can continue to use it even after you use your reaction for an amount of attacks equal to double of your proficiency bonus, but it sacrifices your reaction until the start of your next turn, can't use anything else that requires your reaction.

At 18th level, the radius increases to 30 feet and if you manage to miss, the damage is reduced by 1d10 plus your Charisma modifier.

Aura of Voidbound Sanctuary

Starting at 7th level, you conjure an aura of void energy that is of a 10-foot radius around you. Allies in the aura are granted half cover and resistance to force damage. In addition, once per turn, an ally or an object of your choice can teleport within the aura as part of their movement without provoking opportunity attacks.

At 18th level, this aura's radius increases to 30 feet and grants a bonus to Stealth checks equal to your Charisma modifier.

Starlight Sentinel

15th-Level Oath of the Starslinger Feature
You grown so well into the energy of the stars that they're now properly infused into your own toolkit. Reaching 15th level, you gain the following benefits:

  • With ranged weapons that require ammunition, you can produce ammunition for it magically but it would turn the weapon's damage entirely to Cold, Fire, Necrotic or Radiant if do so.
  • With thrown and ranged weapons, the range extends by 30/60.
  • With weapons involving the throwing property, you can apply your Divine Smite, Smite Spells and Improved Divine Smite on it.
  • You can use ranged weapons for opportunity attacks as long as the hostile target is leaving your aura.

Champion of the Cosmos

20th-Level Oath of the Starslinger Feature
At 20th level, you gain the ability to channel the effects from the remains of powerful stars cross the universe. As an action, you surround yourself with this power, granting you each of the following benefits for 1 minute:

  • Your attacks critically hit naturally on a 19 or 20.
  • You have resistance to all damage.
  • As a reaction to taking damage, you can emit a burst of blinding light within your aura. Creatures of your choice must succeed with a Constitution Saving Throw or become blinded until the end of your next turn.

You can use this ability once per long rest unless you expend a 5th level spell slot to regain a use.

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