Paladin
Base Class: Paladin

In moments of great tragedy, when all would seem lost but for the actions of one heroic individual, a champion rises from the darkness. From the distant realm of Oa they are chosen, and to that same land they are called. Given power with which to fight the most heinous of evils, and given a shining beacon with which to push back the grasping darkness. 

The Emerald Star calls out to heroes across the cosmos recruiting a never ending legion from every plane of existence ... In brightest day, in blackest night, No evil shall escape my sight. Let those who worship evil's might. Beware my power, Emerald Star's light!

A Paladin who is sworn to the Emerald Star is given both access to overwhelming power and a great responsibility to do good and combat evil. Once chosen, the paladin receives a glowing emerald lantern and a matching emerald ring. Both these objects glow with the magic power of the Emerald Star, proof of the paladin's oath. From this Lantern, the paladin’s power flows, and through his ring it is focused and directed. This ring does not count as a magic item, and may not be removed by anyone other than the paladin himself while he is conscious. It functions as a spell casting Focus, and none of your paladin abilities will function without it. If separated from the ring or lantern the paladin can instantly summon them back as a free action regardless of factors such as distance.

Tenets of the Emerald Star:

In Brightest Day and Blackest Night

Defend the light and the people that give it strength.

No Evil Shall Escape my Sight

Allow no evil to go unpunished and bring those responsible to justice 

Let Those Who Worship Evil's Might

When evil creatures are summoned to this world, hold nothing back, slay them and hunt down those who summoned them so they may be judged.

Beware My Power, The Emerald Light! 

Only use your power when necessary, and only do what needs to be done to safeguard those in need and halt the darkness.

Channel Divinity

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

Emerald Might 

As an action you can imbue a creature you touch with the energy of the emerald star. For one minute the affected creature gains advantage on all mental saving throws (intelligence, wisdom, charisma) and gains a bonus to their AC equal to your charisma modifier. The creature also emits a bright green light in a 20ft radius and dim light 20ft beyond that. 

You can end this effect on your turn as part of any action and if you fall unconscious the effect ends.

Warding light

As an action, you present your holy symbol (your ring or lantern) and utter a prayer to the Emerald Star. Any hostile extra-planer or magical creature (fey, fiends, undead, celestials, elementals, Aberrations, etc) within 50ft of you must make a Wisdom saving throw. If the creature fails they are turned for 1 minute and take 1d6 + your paladin level radiant damage. If they pass the saving throw they are only turned and don’t take the damage. A turned creature must spend it's turns moving away from you. It cannot willingly enter a space within 50ft of you and can only take the dash or dodge actions on its turn or break free of an effect that prevents it from moving.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Emerald Star Spells

Aura of Focous

Starting at 7th level you and friendly creatures within 30ft of you are immune to charm, fear, and other mental control effects while you are conscious. 

At 18th level, the range of this aura increases to 60 feet.

Undying Will

Starting at 15th level, your willpower helps sustain you in battle. You can use an action expend a spell slot to regain 3d6 + charisma modifier hit points. For every level above first you heal an additional d6.

Emerald Knight

At 20th level your willpower and devotion to the Emerald Star has allowed you to harness unimaginable amounts of power becoming an embodiment of willpower. 

Using your action your body morphs into a being of radiant green energy. 

For 5 minutes you gain the following benefits:

  • You heal 10 hp at the start of every round 
  • You can cast any of your paladin spells without expending a spell slot 
  • All weapon attacks dead an extra 2d8 radiant damage (your constantly under the effects of a first level divine smite)
  • You gain a flying speed equal to your movement speed 
  • You have advantage on all mental saving throws (intelligence, wisdom, and charisma) 
  • You emit an aura of bright light up to 60ft and any unfriendly creatures caught in it take 5 points of radiant damage per round they stay in the light.
  • Your creature type changes to celestial.

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

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