# Oath of the Stars When the stars are threatened by the cosmic darkness that wants to consume all light, heroes are called upon to ascend beyond the quarrels of gods and men, to ensure that the light that illuminates all of existence never ceases to shine. #### Tenets of the Stars Those that follow this oath have strict instructions, even more so than any other type of paladin. While another paladin fails their faith, you may fail creation itself. **Dedication.** If the light of the stars falls, darkness will flood into the world. The stars must not go out, even if the innocent must be used as tinder. **Salvation.** Being a burning beacon of hope and power will show others what light can do for the worthy. Show them the lights’ power so that they might bow down before it. **Recognition.** At night, take the time to look into the sky and value the stars that exist there, and remind yourself of what you protect. ### Oath Spells You gain oath spells at the paladin levels listed. | Paladin Level | Spells | |:---:|:-----------:| | 3rd | *faerie fire, guiding bolt* | | 5th | *flaming sphere, scorching ray* | | 9th | *daylight, melf’s minute meteors* | | 13th | *fire shield, wall of fire* | | 17th | *dawn, wall of light* | ### Channel Divinity Starting at 3rd level, you gain the following Channel Divinity options: **Starblade.** As a bonus action, you touch a simple or martial weapon and wreath it in light for 1 minute. Once per turn, if you use your Divine Smite, the target must make a Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success. **Sanctuary of Light.** When you begin a short or long rest, you can use your Channel Divinity to create a 30 foot radius sphere of dim light, centered on the space where you used this ability. Friendly creatures in the light have advantage on Wisdom (Perception) checks and are
invisible to creatures outside the sphere. The light fades when the rest concludes or when a creature in the aura takes damage. ### Aura of Stellae Beginning at 7th level, you exude an aura with a 10-foot radius. While in this aura, allied creatures can't be blinded, and any invisible creature in the aura has their invisibility suppressed unless you allow otherwise. At 18th level, the aura’s range increases to 30 feet. ### Path of the Stars Starting at 15th level, the stars always guide you to your quarry. As an action, you can gain a flying speed equal to twice your walking speed until the end of your turn. If you end this movement within range of an enemy, you can make one melee weapon attack against it. If you use your Divine Smite as part of this attack, the damage dice become d10s instead of d8s. You hover in that place until the start of your next turn, upon which you fall unless some other effect is holding you aloft. You can use this ability a number of times equal to your Charisma modifier (a minimum of once), regaining all expended uses upon finishing a long rest. ### Celestial Purity At 20th level, you can use your action to assume the form of a celestial champion. For 1 minute, you gain the following effects: - You subtract your Charisma modifier (a minimum of 1) from any fire or radiant damage you take. - You can use your Divine Smite feature once per turn without expending a spell slot. Using this ability acts as if you used a 1st level spell slot for your Divine Smite. - You gain a magical flying speed of 30 feet. - You regain 10 hit points if your start your turn in bright light, or 5 hit points in dim light. Once you use this ability, you cannot use it again until you finish a long rest.
> ##### Art Credit > >["Flaming Sword"](https://www.artstation.com/artwork/qZNw2) by Dominik Mayer