Paladin
Base Class: Paladin

The Oath of the Cosmos binds Paladins to explore the outer reaches of the universe; maybe not literally, but in practice and in theory. Paladins of the Oath of the Cosmos spend their time training to be scholars of the known world, studying hard to be prepared for the trials and tribulations that their enemies would put upon them.

TENETS OF THE COSMOS

A Paladin who takes this oath swears to seek knowledge in every corner of the globe, and to seek truth even among the most deep-rooted deceptions.

Exploration Above All. The mysteries of the universe exist to be solved. By seeking out the answers to life’s problems, you are channeling the greatest power in existence: progress.

Wield Knowledge. Your intellect acts as a foundation upon which you can build empires and topple nations. Use it to your advantage and you will be truly great.

Expose Truth. Deception is the root of all evil. Dishonesty deserves punishment. Seek out those who would warp the truth of the universe and expunge their deceit from the world.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Cosmos Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Cosmos Spells

Channel Divinity

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Secrets of the Universe. As a bonus action, you can empower your mind to aid in your eternal journey towards understanding the world at large. For 10 minutes, you can add your Charisma modifier to any Intelligence check that you would make. In addition, while this effect is active, you add your Proficiency bonus to any Arcana, History, Investigation, Nature, or Religion check that you would make. If you are already proficient in these skills, add double your proficiency bonus, instead.

Weaponized Curiosity. As an action, you can expand your senses to learn everything you can about a target. When you target a creature with this effect, that creature must make a Charisma saving throw against your Spell Save DC. On a failure, you learn that creature’s name, alignment, damage resistances, vulnerabilities, and immunities, and the first time you would hit that target with an attack on your turn, it takes an additional 1d8 psychic damage. On a success, you just learn its damage resistances, vulnerabilities, and immunities. This effect lasts for one minute, and if any of the traits you learn from this effect change during that time, you are aware of the change.

Overwhelm Understanding

Starting at 7th level, your pursuit of knowledge and unending fervor towards discovery radiates off you, and you have learned to harness and release it; overwhelming certain opponents. If you would make an opportunity attack against an opponent, you can choose to instead make a melee spell attack against that creature. On a hit, that creature takes 2d12+your Charisma modifier Psychic damage, and they have disadvantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn. You can do this a number of times equal to your Charisma modifier and regain all expended uses upon taking a long rest.

Extrasensory Grasp

Starting at 15th level, you gain the ability to use your healing magic to connect yourself, mentally, to a target. After you heal a creature with your Lay on Hands feature, you can choose to establish a limited telepathic connection with that target for 10 minutes. While this connection is active, you can communicate telepathically with that creature up to a range of 300 feet, you can tell when that creature is lying, and you have a general sense of its emotional state, even if it doesn’t actively share it with you (what this means is up to your GM’s discretion). The target must be able to understand at least one language in order to use this effect. You do not have to understand the language that the target is using, but this feature does not grant you understanding of the language.

In addition, you may expend 5 Hit Points of your Lay on Hands feature in order to remove one charmed or frightened condition on a target.

Cosmic Explorer

At 20th level, you can assume the form of a mighty cosmic explorer, granting you the mighty boons of the universe itself. As an action, you undergo a transformation; your skin becomes dark and infinite, as if you were coated in the night sky itself. Distant stars glitter within, and your eyes become opalescent and crystalline. For 1 minute, you gain the following benefits.

  • You gain resistance to radiant and necrotic damage, and immunity to psychic and force damage.
  • You gain truesight with a range of 60 feet.
  • You and all allies within 30 feet of you are immune to effects that would cause the Charmed, Frightened, or Stunned conditions. Undergoing this transformation ends any of these effects that are currently active on any friendly creatures nearby, as well.
  • Any effects that you use that would deal Psychic damage deal their maximum damage, you are not required to roll.

Comments

Posts Quoted:
Reply
Clear All Quotes