Paladin
Base Class: Paladin

Paladins of The Oath of the Astral Navigator seek to map the unknown and completely dedicate themselves to this endeavor. Navigating the dangers of this world and countless other planes of the cosmos requires knowledge and understanding beyond that of any ordinary mortal. Paladins following the Oath of the Astral Navigator dedicate themselves to charting navigable paths across the planes and realms of the universe mapping out yet undiscovered parts of the cosmos in the names of their deities. 

Paladins following the Oath of the Astral Navigator commit themselves to gods who seek to chart the unknown. Devotees of this oath may follow this path so as to open up the way for others, unraveling mysteries so that mortals may better understand their existence. Others do so at the behest of deities who whish to control routes across the galaxy in order to garner power over others. 

TENETS OF THE ASTRAL NAVIGATOR

The Tenets of the Oath of the Astral Navigator drive a paladin to pursue pathways across the cosmos. 

Exploration. The cosmos is a vast place with untold secrets. Paladins of this oath dedicate themselves to unraveling these realms and charting a coarse through them. 

Courage. The unknown is a terrifying thing and often when one stares into the void it stares back. Paladins following this oath require incredible courage to be able to face things from the beyond. 

Knowledge Through Action.  Paladins dedicated to the Oath of the Astral Navigator prefer to accumulate knowledge through experience. Texts fail to convey meaning as well as first hand experience and many secrets must be seen to be understood. 

Channel Divinity

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

Displacement. As a reaction you can use your Channel Divinity to trade places with any willing allied creature that is the target of any attack of saving throw before damage is delt. You then suffer the attack roll or make the saving throw. The allied creature must be within 30 feet of you. Creatures moved in this way do not incur an attack of opportunity. 

Displacing Smite. On a successful melee attack you can use your Channel Divinity to attempt to move the creature you just struck to a point you can see within 60 feet of you. The creature must succeed on Charisma Saving throw against your spell save DC or be moved. 

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Astral Navigator Spells
Paladin Level Spells

3rd

 expeditious retreat, longstrider

5th

blur, misty step

9th

Haste, Sending

13th

Freedom of Movement, dimension door

17th

passwall, teleportation circle

Aura of the Wanderer

Beginning at 7th level, you are able to nullify difficult terrain. Any creature that starts its turn within 10 feet of the Paladin may ignore all difficult terrain until the start of its next turn. This includes the Paladin. 

At 18th level, the range of this aura increases to 30 feet.

Dissonant Resistance

Starting at 15th level after you take acid, cold, fire, force, lightning, poison, or thunder damage you gain resistance to that damage type for the next 1 minute or until you suffer damage from a different listed type. 

Astral Champion

At 20th level, you can draw power from the astral plane to assume a form infused with the power of the stars, the void, and other extra planer expanses. For example, your skin might turn inky black with tiny pin points of light where your mouth and eyes should be, your hair might become ethereal and translucent, or you might become an empty void in which light seems to seep.

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

  • You are not impeded by physical obstacles and can pass straight through walls and any other barriers. If you end your turn inside a physical object you are forced to nearest open space. 
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • As reaction if an enemy creature makes an attack roll against an you or an ally within 60ft of you that creature must make a Charisma saving throw against your spell DC or suffer the effects of the banishment spell.

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

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