Campaign of the Month: September 2017
New Class Options
Oath of stars
Art by Chase Stone
The Oath of Stars strengthens the connection of mind, body, and soul. After undergoing an enlightening trial amongst planes far removed from a Paladin’s home they have reconsidered their relationship to the world. Often known as Star Knights these Paladins are sworn to counter the actions of the interplanar terrors that plague Ahlim. They believe that the evils of greed, corruption, and malevolence can be defeated. These Paladins have seen the light of The Silver Sun and are sworn to undermine and destroy the witches, demons, and other horrors that threaten truth, peace, and happiness. Paladins of this type swear themselves to The Seer and her goals to maintain understanding and altruism in Ahlim. These Paladins sit firmly on the side of Good in the cosmic battle against Evil and their quests bring them into contact with the worst that Ahlim has to offer.
Tenets of Devotion
Purity of Purpose-You know that only through vigilance and righteousness can the evils of The Anathema and their Demonlords be defeated.
Any Evil can be defeated-No darkness is insurmountable, you must always have hope.
The Greater Good-Your actions must always benefit Ahlim and its people, victory is not victory if innocents are consumed by darkness.
Elevation of oneself-The perfection of body and mind are necessary to truly grasp the scope of the conflict and to hope to overcome it.
You gain Oath Spells at the Paladin levels listed.
Oath of Stars Spells
3rd Protection from Evil and Good, Comprehend Languages
5th Augury, Moonbeam
9th Sending, Dispel Magic
13th Dimension Door, Locate Creature
17th Commune, Teleportation Circle
Your inter-planar travel has taught you much about the magic the binds you and the world together. At 3rd level you become proficient in Arcana if you aren’t already.
When you take this oath at 3rd level you gain the following two Channel Divinity options.
Spirit Armour. As a bonus action you tap into the magic of your spirit, using your channel divinity to create translucent and softly glowing armour that rests upon your skin. For one minute you have a bonus to AC equal to your charisma Modifier (minimum of +1).
Silver Sun’s Light. You can use your Channel Divinity to harness astral sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Aura of Focus
Beginning at 7th level, the protective magic of Nyx lies upon you. You and friendly creatures within 10 feet of you have resistance to psychic damage. At 18th level, the range of this aura increases to 30 feet.
At 15th level you have mastered your understanding of your body, mind, soul, and the spirit that connects them. You are now proficient in all Saving Throws.
At 20th level you have earned the ability to tap directly into the Astral Plane’s power and project it onto yourself and your allies. You can use your Action to gain the following benefits for 1 hour:
• You have advantage on Wisdom, Charisma, and Intelligence saving throws, as do your allies within 30 feet of you.
• You add your Charisma modifier to attack rolls you make.
• You have Truesight to a range of 120ft.
This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.