Base Class: Paladin
The tenets of the Oath of the Falling Star reflect the unstoppable certainty of celestial motion.
Become the Center. Let allies rally around your strength and let enemies be drawn into your judgment.
Crush Resistance. Obstacles exist only to be overcome.
Advance Without Fear. Distance is an illusion. No foe is beyond your reach.
Fall Like a Star. When the moment comes, strike with overwhelming force and leave nothing unchanged.
Level 3: Gravity Smite
Divine Smite with 3 effects;
Gravitational Pull: Choose one creature damaged by the smite. The target must succeed on a Strength saving throw against your spell save DC or be pulled up to 15 feet toward you.
Crushing Weight: The target's Speed is reduced by 10 feet until the start of your next turn.
Orbital Shift: You immediately move up to 10 feet without provoking Opportunity Attacks.
Crushing Weight
The target's Speed is reduced by 10 feet until the start of your next turn.
Gravitational Pull
Choose one creature damaged by the smite.
The target must succeed on a Strength saving throw against your spell save DC or be pulled up to 15 feet toward you.
Orbital Shift
You immediately move up to 10 feet without provoking Opportunity Attacks.
Channel Divinity Starcall
As a Bonus Action, you can expend one use of your Channel Divinity to surround yourself with celestial force for 1 minute.
While active:
- Your jump distance is tripled
- Difficult Terrain doesn't cost you extra movement
- Once on each of your turns when you hit a creature with a weapon attack, you can move that creature 5 feet in any direction
The movement can't force a creature into hazardous terrain.
The effect ends early if you have the Incapacitated condition.
Level 7: Aura of Convergence
Your Aura of Protection becomes a field of celestial attraction.
Whenever an enemy starts its turn within your Aura of Protection, you can choose one creature within the aura.
That creature must succeed on a Strength saving throw against your spell save DC or have its Speed reduced by 10 feet until the start of its next turn.
In addition, whenever a hostile creature willingly leaves your Aura of Protection, it treats the movement as Difficult Terrain.
Level 15: Meteoric Descent
You can hurl yourself across the battlefield like a falling star.
As a Bonus Action, choose a point you can see within 60 feet.
You leap to that space without provoking Opportunity Attacks.
Each hostile creature within 10 feet of your landing point must make a Dexterity saving throw against your spell save DC.
On a failed save, a creature:
- Takes 3d10 Force damage
- Has the Prone condition
On a successful save, the creature takes half damage only.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 20: Starbound Champion
As a Bonus Action, you can assume the form of a celestial conqueror for 10 minutes.
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).
While transformed, you gain the following benefits:
Celestial Flight: You gain a Flying Speed equal to your Speed and can Hover.
Gravitational Dominion: When a hostile creature starts its turn within your Aura of Protection, you can pull it up to 10 feet toward you. No action is required.
Falling Star Smite: Once on each of your turns when you deal damage with Divine Smite, you deal extra Force damage equal to your Charisma modifier plus your Proficiency Bonus.
Event Horizon: Whenever a creature fails a saving throw against one of your Oath features, its Speed becomes 0 until the start of its next turn.
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