Paladin
Base Class: Paladin

The Oath of Stars is a secretive sect of paladins dedicated to guiding those in danger through more subtle means. The paladins who uphold this oath are akin to wandering vigils, and they aim guide travellers on their paths, and they lead the innocents towards greener, better pastures.

Tenets of Stars

The Tenets of Stars are vague, yet simplistic enough to be understood by most. Despite these tenets, however, most Paladins who uphold these tenets have a dismissal of conventual authority, and as such, they vary in alignment from chaotic to lawful, but they are almost always good.

Be the shepherd. People need guidance, and you are the guide.

Watch, then intervene. Stay calm, stay patient, stay wary.

Be indiscriminate. Good or bad, strong or weak, they all need to be shown the way.

 

Channel Divinity

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

Channel Divinity: Clear Body, Clear Mind

As an action, you can touch a creature within range of you. That creature is cured of any negative conditions (like poison, paralysis, exhaustion, etc).

Channel Divinity: Hope and Guidance

As a bonus action, you can choose one friendly creature within 60 feet of you. That creature gains a d6 that they can add to a saving throw, an attack roll or an ability check.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Stars Spells
PALADIN LEVEL SPELLS
3rd expeditious retreat, guiding bolt
5th detect thoughts, warding bond
9th sending, clairvoyance
13th divination, compulsion
17th telepathic bond, dream

 

Saviour's Advance

Starting at 7th level, If there are no hostile creatures within 30ft of you when you finish moving, you may immediately perform an additional dash action along with your other actions

Star Gazer

Beginning at 15th level, you gain truesight in a range of 60ft, and you gain an advantage on your perception rolls.

Guiding Star

At 20th level, as an action, you can meld into the ethereal plane for 1 minute and shine a bright light from your relative location in the material plane in a 30-foot radius and dim light 30 feet beyond that.
While an ally creature is in your light, they have advantage to all of their saving rolls.
In addition, all enemy creatures in the light are revealed and are unable to hide, disguise themselves, or create illusions.

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

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