Paladin
Base Class: Paladin

The Oath of the Worldseeker binds the Paladin to seek out the many unknown, wondrous worlds of the Verse. Paladins who swear this oath seek worlds for the grandeur of finding the new or uncovering the unknown.

TENETS OF THE WORLDSEEKER

Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Be Ever Vigilant. The clues that will lead to the next great discovery aren't lying around for anyone to see. The explorer must have a watchful eye.

Remain Focused. The journeys will be long and arduous but the wonder of a new world around the next nebula is always possible.

Channel Divinity

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

Heightened Awareness. As an action, you can use your Channel Divinity to bolster your awareness. For the next 10 minutes, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks; your passive perception and investigation increase by +5.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Worldseeker Spells
Paladin Level Spells

3rd

worldseek, hunter’s mark

5th

locate object, misty step

9th

haste, tongues

13th

locate creature, dimension door

17th

commune with nature, scrying

Aura of Atmosphere

Starting at 7th level, you and friendly creatures within 10 feet of you are always under the effects of the spell zone of atmosphere. Additionally, if you are in an area of zero gravity, you have a flight speed equal to your movement speed. When you move in such an area, each friendly creature within 10 feet of you can use its reaction to move with you to remain within this aura. At 18th level, the range of this aura increases to 30 feet.

World Jump

You can cast the spell plane shift, targeting only yourself, without using a spell slot or spell components, or you can teleport to the nearest Maw station, appearing somewhere on its surface.

Once you use this ability, you can't use it again until you finish a long rest.

Planetary Champion

At 20th level, you can draw on your connection to your homeworld, growing to a large creature and taking on an appearance you choose. For example, your skin might turn to the color of your planets, mountains, oceans or skies, or clouds circle your head.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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