Oath of Starlight
The Oath of Starlight calls out to Paladins who wish to guide the lost and strike at the tyrannical. The Cosmos, and the light it provides, see all as equal and worthy of its healing embrace. Paladins under this vow are tasked with enforcing its ideals by spreading the healing warmth and light provided by the stars, while also dissuading those who seek to cast darkness, by force if necessary. Known to the people as Fireflies or Lightbringers, it is not uncommon for these Paladins to decorate their armor with stained glass or paintings of stars and constellations. The are often found as vanguards for mercy missions and guiding lost travelers at night.
Tenets of Starlight
- Radiance: Strike out against those who cast darkness, first with your words, last with your weapon. Ending a life snuffs out the light within it, and should only be done when there is no other option.
- Guidance: A light shining in the darkness guides those who are lost, and so shall you. From an abandoned child to a parent stricken with grief, you strive to deliver all to the healing comfort of the light.
- Warmth: Like the radiance that flows through you, you should heal the wounded, provide for the needy, and protect those who require it. You are a luminous stalwart against those who seek to block out the stars.
Spells
You gain oath spells at the paladin levels listed in the Oath of Starlight Spells table.
| Paladin Level | Spells |
|---|---|
| 3rd | Magic Missile, Sanctuary |
| 5th | Moonbeam, Calm Emotions |
| 9th | Conjure Barrage, Beacon of Hope |
| 13th | Guardian of Faith, Gravity Sinkhole |
| 17th | Conjure Volley, Swift Quiver |
Meteor Shower
As a member of this Oath, you are able to channel the radiance of the Cosmos into one of your weapons. Starting at 2nd Level, you can spend one interrupted hour to attune one weapon to the luminous presence of the Cosmos, by adding images of the constellations into the weapon’s body; these may be carvings, runes, paintings, or even stained glass. Doing so changes the damage type of this weapon to radiant damage. Attuning a ranged weapon allows you to use it with your Divine Smite feature, as if it were a melee weapon. It is free to attune a weapon, and if the weapon is lost or destroyed, or you wish to attune a different weapon, you can do so for free during a short or long rest, or one hour of interrupted time.
Starting at 11th level, the Improved Divine Smite Feature also affects attuned weapons. Also, you can attune to one more weapon at levels 7, 11, and 17.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shooting Stars: Using your Channel Divinity, you can conjure miniature shooting stars that orbit around you. As long as there is one shooting star, a dim light is cast in a radius of 20ft. As a bonus action, you make a ranged spell attack against any creature you can see within 90 feet. If the attack hits, it deals 2d6 radiant damage. One star disappears after an attack roll is made. Any remaining stars will disappear after a short or long rest. Every time you gain the ability to cast a spell of higher level, you also conjure one extra star (4 stars at 5th level, 5 at 9th level, etc), and you gain a final, eighth star at 20th. At 7th level, you can launch two stars per bonus action, 3 at 11th level, and finally 4 at 17th level.
Luminous Being: You can use your Channel Divinity to call out to your allies, reassuring them with your radiance and warmth. As a bonus action, choose a number of creatures up to your Charisma modifier (minimum one creature) within 60 feet of you that can see or hear you. Each target gains a number of hit points (up to their max hit points) equal to your paladin level, advantage on their next charisma check made within 10 minutes, and is immediately freed from the frightened or charmed conditions.
Stunning Aurora
Beginning at 7th level, your power of incandescence can manifest as an aura of starlight. An aura of bright light extends 10 feet from you in every direction. Dim light extends another 10 feet beyond this, ans is not a part of your aura. You and friendly creatures within the aura gain resistance to necrotic and psychic damage. Creatures within the aura are considered within range for your Lay on Hands feature, and spells with a range of "touch". You can activate and deactivate this aura as a bonus action.
Starting at 18th level, your aura's range is increased to 30 feet of bright light, and a further 30 feet of dim light.











Stellar Radiance
Starting at 15th level, the luminous power that runs through your body allows you to heal allies. As a bonus action, you can heal any ally within the bright light of your Stunning Aurora for 1d8 + your Paladin Level. The amount of times you can use this feature is equal to your Charisma modifier (minimum of 1).
A Light Shining in Darkness
Finally, at 20th level, you become grossly incandescent, and a beacon of hope to all of those around you. As an action, you become a being of pure light and gain the following benefits for 1 minute:
- You are immune to Radiant Damage
- Your speed increases to by feet, and your movement no longer provokes attacks of opportunity
- Your Stellar Radiance is increased to 3d8 + your Paladin level
- All ranged weapon attacks cast against allies within your aura are made with disadvantage
Art Source:
- Darkest Dungeon, Red Hook Studios
- Space Texture 10, GeistVIRUS





Changelog
Version 1.2
- Channel Divinity: Meteor Shower was moved to be a basic class feature, Meteor Shower. Reasoning: There was a decent amount of concern that making it so being able to use a ranged divine smite would make the other option difficult to pick. Moving it to a class feature makes the ranged damage more consistent, and allows for a greater choice between healing and ranged damage with the two Channel Divinities.
- Channel Divinity: Shooting Stars was added, as a replacement for Channel Divinity: Meteor Shower. Reasoning: With Channel Divinity: Meteor Shower gone, something needed to be added in its stead. Taking some inspiration from Melf's Minute Meteors, this is what I was able to come up with. Now the question is more "Do I think we're going to need more healing, or do we need more damage" when it comes to your Channel Divinity.
- Stellar Radiance was modified so that your Charisma modifier limited how often you could use it per short/long rest. Reasoning: Stellar Radiance didn't really have a limiter beforehand, only requiring you to sacrifice a bonus action or your movement. Now, players can only use it a max a five times, making it a resource that has to be monitored, and also allowing it to effectively serve the place of a 5th Level healing spell.
- A Light Shining in Darkness gained extra features. Reasoning: All other Paladin capstones increase movement somehow, and A Light in the Darkness did not. Now it does, and the movement does not trigger attacks of opportunity (because you are moving at the speed of light, being a being of pure light). I am torn about whether it should provoke reactions as well, though that feels overpowered.
- Typos were corrected (again), wording was made more clear, and some more flavor text was added. I'm slowly starting to understand how to use GM Binder, though the style options still beguile me.