Paladin: Oath of the Cosmos

by ZelleD6

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Paladin: Oath of the Cosmos

The Oath of the Cosmos calls to those who see the realms beyond with a sense of curiosity, as opposed to vigilance. While they are wary of the untold terrors lurking behind the starry veil, Paladins of the Cosmos are more interested in the greater story being told.

For those who take this oath each star in the night sky is a guiding light to adventure, and the dark void in between is only unknown until it is not.

Tenets of the Cosmos

A paladin who assumes the Oath of the Cosmos swears to venture into the unknown and seek a deeper understanding of the workings of the multiverse.

Curiosity. The multiverse holds many horrors, but much beauty too. Things are not always as they first seem, and a curious mind is prepared for any outcome.

Relativity. Nothing exists in isolation, and your actions will ripple outwards in ways you cannot fathom. Always keep your mind on the bigger picture.

Tethering. In the vast expanse of the void it is easy to lose oneself, but forging connections with those around you is the best way to keep grounded.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Cosmos Spells
Paladin Level Spell
3rd Arms of Hadar, Feather Fall
5th Augury, Moonbeam
9th Melf’s Minute Meteors, Tongues
13th Gravity Sinkhole, Summon Aberration
17th Far Step, Legend Lore

Channel Divinity

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

Cosmic Knowledge. You can use your Channel Divinity to consult the fundamental forces of the multiverse. When you make an Intelligence check, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Supernova. As a bonus action, you invoke the power of a collapsing star. For 1 minute, all of your weapon and Divine Smite damage becomes fire or force damage (your choice), and hostile creatures that start their turn within 10 feet of you have disadvantage on any attack roll that isn't against you.

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Optional Rule: Cosmic Spellcasting

For a paladin who uses their understanding of fundamental forces to cast spells, replace your Charisma saving throw proficiency, spellcasting ability, multiclassing prerequisites, and any other Charisma-based features from your class or the Oath of Cosmos with Intelligence.

Aura of the Weightless

At 7th level, gravity seems to forget itself around you. You and any allies who start their turn or ended their last turn in your aura are always under the effects of a Jump spell. Additionally, hostile creatures treat the aura as difficult terrain and have disadvantage on Strength checks and Strength saving throws while in it.

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

Veil of Stars

At 15th level, a shimmering veil of stars manifests around you. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1).

Zero Gravity

At 20th level, you can temporarily negate gravity around you as a bonus action. For the duration, you gain the following benefits:

  • The range of your Aura of the Weightless increases to 60 feet.
  • You and friendly creatures in the aura gain a flying speed equal to your walking speed and can hover. If an ally ends their turn outside of your aura and is still aloft, they float gently to the ground.

This effect lasts for 10 minutes, and when it ends if any creatures within 60 feet would otherwise fall, they float gently to the ground instead. Once you use this feature, you can't use it again until you finish a long rest.

 

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