Oath of the Starbound (5e Subclass)
Oath of the Starbound[edit]
Paladin Oath
“My vow is to the light that guides, even when it is distant.”
A Paladin who draws divine strength not from a god, but from the celestial order—stars, constellations, and the cosmic balance of the heavens. These Paladins are protectors of fate, watchers of omens, and bringers of astral justice. Their power waxes and wanes like phases of the moon or movements of constellations.
- Tenets of the Starbound Vow
- Read the Signs – Seek meaning in signs, patterns, and celestial events.
- Keep the Path – Defend others from straying into ruinous futures.
- Balance Must Hold – Act when fate is twisted by unnatural forces.
- Oath Spells
When you choose this oath at 3rd level, you gain the following spells. They are considered paladin spells for you, always prepared, and do not count against your prepared spell total.
Paladin Level | Spells |
---|---|
3rd | Guiding Bolt, Faerie Fire |
5th | Moonbeam, Augury |
9th | Blink, Daylight |
13th | Divination, Guardian of Faith |
17th | Commune, Wall of Light |
- Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options. Stellar Brand: As a bonus action, mark a creature you can see within 30 feet. Until the end of your next turn, the first time it deals damage, it takes radiant damage equal to your paladin level. This mark glows faintly like a constellation, visible to you and celestial beings. Guiding Light: As an action, choose one ally within 30 feet. That creature gains advantage on its next attack roll, saving throw, or ability check made within 1 minute. Until used, it sheds dim light in a 10-foot radius.
- Aura of Starlit Night
Starting at 7th level, you and friendly creatures within 10 feet of you gain darkvision out to 60 feet. If they already have darkvision, its range increases by 30 feet. In magical darkness, they can see as if it were dim light.
At 18th level, the range of this aura increases to 30 feet.
- Astral Retribution
Starting at 15th level, once per turn, you can use your reaction to erupt in starfire when hit by a melee or ranged attack. The attacker takes radiant damage equal to your Charisma modifier (minimum 1), and must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be blinded until the start of its next turn.
- Living Constellation
Starting at 20th level, as an action, for 1 minute, you take on the form of a radiant star-being:
- You gain a flying speed of 60 ft.
- You emit bright light in a 30 ft radius.
- You can teleport up to 30 feet to an unoccupied space you can see as a bonus action.
- Extra radiant damage: Once per turn, when you hit with a weapon attack, you deal an extra 2d10 radiant damage.
Once during this transformation, you can cause each creature of your choice within 30 feet to make a Constitution saving throw or be blinded for 1 round, as a flare of cosmic light radiates from you.
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