Paladin
Base Class: Paladin

The Oath of the Eclipse is first and foremost followed by Paladins that have dedicated themselves directly to the Prince of the Eclipse, Emes. However, any that seek to live in accordance to the teachings and commandments of the Custodian of Starlight may find themselves bound in the same Oath, regardless of whether they openly worship Emes. Bravely and boldly broaching the dark in pursuit of those lost to bring them back into the light, driving away those that also prowl in the dark and all the while acknowledging the power of a single light to dispel an ocean of gloom, Paladins of the Oath of the Eclipse bring light to those that consider themselves unworthy of its radiance. 

Oath Spells

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

Oath of Redemption Spells

Channel Divinity

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

Light of the Lune. As a bonus action, you summon a group of three motes of glowing moonlight that orbit you with a 10 ft radius, casting bright light an additional 10 ft radius beyond this. When a creature first enters this bright light, you may choose to cause one of the motes to flare suddenly, forcing the creature to make a Constitution saving throw against your spellcasting DC or be blinded for a minute. At the end of each of its turns, the target can make another Constitution saving throw. At 5th level, you call four motes, 9th level you call five, at 13th level you call six, and at 17th level you call seven.

Might of the Moon. As an action, you can use your Channel Divinity to empower a weapon that you are holding with the might of the moon. For 1 minute, the weapon's damage type becomes radiant and does an extra 1d4 damage with each hit,  and an additional 1d4 damage to shapechangers. The chosen weapon emits dim light in a 20 ft radius in all directions. This effect lasts for one hour, until you end this effect on your turn as a free action, if you are no longer holding or carrying this weapon, or if you fall unconscious.

Aura of the Custodian

Starting at 7th level, you and any number of creatures of your choice within 10 feet of you gain temporary hit points equal to your Charisma modifier at the start of each of your turns, provided that they are in direct moonlight, such as that created by the Light of the Lune Channel Divinity ability. In addition, while you are conscious, you and the creatures of your choice within your aura cannot be blinded. 

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

Increscent Vitality

Starting at 15th level, the Custodian of Starlight watches over you with ever more zeal. If at the end of your turn in combat you have less than half of your hit points remaining and you aren't  incapacitated, you regain hit points equal to 1d6 + half your paladin level.

Legacy of the Luminary

At 20th level, you gain the ability to directly call upon the legacy of the Prince of the Eclipse, gaining the following benefits for ten minutes:

  • You gain 60 ft. truesight, and may choose another creature within your aura to also gain this benefit for the duration.
  • At the beginning of each of your turns, you can choose call forth up to an additional three motes of moonlight as per the Light of the Lune Channel Divinity ability. You can have a maximum of twelve motes at any time. In addition, you can use three motes to dispel any magical darkness within their radius of effect.  
  • You can pass through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 5 (1d10) force damage.

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

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2021 7:45:58 PM
71
1
--
Coming Soon
7/3/2021 7:38:31 PM
6
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes