Base Class: Paladin
Paladins who swear the Oath of the Cosmos dedicate themselves not to a kingdom or a deity alone, but to the eternal order of the universe. They believe that every star marks a promise, every constellation tells a story, and every soul has a place within the celestial tapestry. Some serve gods of the night sky, prophecy, navigation, or creation. Others follow no deity at all, believing the cosmos itself is the first and greatest sacred law. Whether wandering beneath unfamiliar constellations or standing against world ending horrors, these paladins fight with the inexorable certainty of the heavens.
Tenets of the Cosmos: Although individual paladins interpret their oath differently, all follow these core principles.
Honor the Eternal
The stars endure long after kingdoms crumble.
Build your legacy upon what is everlasting.
Be a Guiding Light
Even the smallest star pierces the deepest darkness.
Inspire hope wherever you travel.
Stand Against Chaos
The heavens move with perfect order.
Defend that harmony against forces that seek to unravel it.
Seek the Horizon
The cosmos is vast beyond imagination. Never cease exploring, learning, and discovering.
Level 3: Oath of The Cosmos Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Guiding Bolt |
| 5 | Moonbeam, Misty Step |
| 9 | Fly, Hypnotic Pattern |
| 13 | Divination, Fire Shield |
| 17 | Cone of Cold, Wall of Force |
Level 3: Falling Star and Celestial Mantle
Falling Star and Celestial Mantle
Falling Star
As a Magic action, you can expend one use of your Channel Divinity to call down the power of a falling star upon a creature you can see within 60 feet of yourself. The target must make a Dexterity saving throw against your spell save DC.
On a failed save, the target takes 2d8 Radiant damage. On a successful save, it takes half as much damage.
For the next minute, whenever you hit the target with a weapon attack, the target takes an extra 1d8 damage. When you use this feature, choose the damage type for this extra damage: Fire, Cold, Radiant, or Force.
In addition, the first time each round that the target deals damage to a creature other than itself, the target becomes wreathed in celestial light until the end of your next turn. While wreathed in this light, the target sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet, and it can't benefit from the Invisible condition.
Celestial Mantle
As a Bonus Action, you can expend one use of your Channel Divinity to surround yourself with celestial energy for 1 minute.
You gain Temporary Hit Points equal to twice your Paladin level. In addition, whenever you hit with a weapon attack, you deal an extra 1d4 damage. When you activate this feature, choose the damage type for the extra damage: Fire, Cold, Radiant, or Force.
While the mantle lasts, you and your allies within 10 feet of you have a bonus to saving throws made to avoid or end the Charmed or Frightened conditions equal to your Charisma modifier (minimum bonus of +1).
Level 7: Aura of Firmament
Aura of Firmament
At 7th level, your presence radiates the power of the cosmos, surrounding you with an aura that reflects the celestial force you have chosen to embody.
When you finish a Long Rest, choose one of the following aspects of the firmament. The choice lasts until you finish another Long Rest.
Solar
The warmth of a distant sun radiates from you. Once on each of your turns, when you or an ally within your Aura hits with an attack, the attack deals extra Fire damage equal to your Charisma modifier.
Lunar
The tranquil light of the moon shields those beneath it. When you or an ally within your Aura takes damage, that creature gains Temporary Hit Points equal to your Charisma modifier (minimum of 1).
A creature can gain these Temporary Hit Points only once per round.
Stellar
The motion of the stars grants supernatural momentum. You and your allies within your Aura gain a 10-foot bonus to Speed.
Aura Range
Your Aura of Firmament has a range of 10 feet.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Celestial Ascension
Celestial Ascension
At 15th level, the power of the cosmos permanently courses through you.
You have Resistance to Fire, Cold, Radiant, and Force damage.
In addition, whenever you expend a spell slot to use Divine Smite, you can infuse the smite with one of the following celestial manifestations. You can use only one manifestation for each Divine Smite.
Solar Flare
The target of the Divine Smite must succeed on a Constitution saving throw against your spell save DC or have the Blinded condition until the start of your next turn.
Gravitic Collapse
The target's Speed is reduced by half until the end of your next turn.
Frozen Void
The target can't take Reactions until the start of your next turn.
Stellar Shockwave
Each creature of your choice within 10 feet of the target, other than the target itself, takes Force damage equal to your Charisma modifier.
Level 20: Avatar Of The Cosmos
Avatar of the Cosmos
At 20th level, you can assume the form of a living manifestation of the cosmos.
As a Bonus Action, you can activate your Avatar of the Cosmos, which lasts for 1 minute. The transformation ends early if you have the Incapacitated condition or if you choose to end it (no action required).
While your Avatar of the Cosmos is active, you gain the following benefits:
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Celestial Flight. You gain a Fly Speed equal to twice your Speed and can hover.
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Starlight Form. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
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Cosmic Resilience. You have Resistance to all damage except Psychic damage.
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Celestial Armament. Once on each of your turns when you hit with a weapon attack, the attack deals an extra 2d8 damage. When you activate this feature, choose the damage type: Fire, Cold, Radiant, or Force. The chosen damage type applies to all extra damage dealt by this feature for its duration.
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Stellar Smite. Whenever you use Divine Smite, you can cause a burst of cosmic energy around your target. One creature of your choice within 15 feet of the target, other than the target itself, takes Force damage equal to your Charisma modifier + your Paladin level.
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Cosmic Presence. You and your allies within your Aura of Firmament have Advantage on saving throws and can't gain the Frightened condition.
Once you use this feature, you can't use it again until you finish a Long Rest.
Previous Versions
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