Home Artists Posts Import Register

Downloads

Content

🌠⚔️🌍 In an age where realms were undiscovered and boundaries untested, a sect of paladins heard a calling. Not from gods or kings, but from the very fabric of the universe. They swore the Oath of the Voyager, binding themselves to a life of endless exploration and protection of the paths between planes. These paladins don't just guard the world; they are the sentinels of every reality, every dimension. They travel to places where time folds, dimensions blur, and reality wavers, ensuring that balance is maintained and realms remain undisturbed. To them, every portal is a doorway to infinite wonders and dangers. Their duty? To ensure that these portals remain secure, that malevolent beings do not misuse them, and to guide lost souls back to their rightful realms. Today, the Oath of the Voyager is not just an oath, but a legacy. A commitment to understanding the universe's mysteries and ensuring that no force, whether from this realm or another, disrupts the cosmic balance. 🌠⚔️🌍

----------------------------------------------------------------------------------

Few paladins take the path of the Voyager, for it is one filled with uncertainty, unknown horizons, and the constant pull of wanderlust. These sacred guardians are not only defenders of realms and the innocent but also of the paths between them. By forging pacts with deities of travel, pathways, and portals, they ensure safe passage for those who tread between worlds.

Tenets of the Voyager

Embrace the Unknown. Fear not what lies beyond the horizon; embrace it and let it strengthen your resolve.

Guard the Pathways. Protect the sacred doorways and portals, ensuring that they are used justly.

Aid Fellow Travelers. Those who are lost or in need on their journeys are under your protection.

Seek Knowledge. Every realm, every world has something to teach. Learn, and share the wisdom.


Oath Spells

3rd level

comprehend languages, illusory script

5th level

blink, rope trick

9th level

meld into stone, sending

13th level

arcane eye, dimension door

17th level

scrying, teleportation circle

Channel Divinity

Portal Sense. As an action, you can present your holy symbol and invoke the powers vested in you by your oath. For the next minute, you can sense the direction and distance of all portals within 1 mile of you. This sense also informs you if a portal is active or dormant.

Forceful  Smite. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to infuse your Divine Smite with raw, planar energy. Instead of its usual damage, your Divine Smite deals force damage. Additionally, if the target is Large or smaller, it must make a Strength saving throw against your attack roll. On a failed save, the creature is pushed up to 10 feet away from you and knocked prone. If the creature collides with an object or another creature of small or larger size, it takes an additional 2d8 bludgeoning damage.


Aura of the Voyager

Starting at 7th level, you emanate a protective aura that guards against unwanted travel and bolsters your allies' attacks with planar energy.

You and friendly creatures within 10 feet of you have advantage on saving throws against effects that would forcibly move them or teleport them against their will.

Additionally, once on each of their turns, a friendly creature within your aura can choose to change one damage die of an attack or spell they make to force damage, regardless of its original type.

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


Portal of Passage

At 15th level, you gain the ability to tear a small rift in the fabric of space, forging a gateway between two points.

As an action, you can create a shimmering portal, with one entrance point within 5 feet of you and an exit point you choose within 120 feet of you. Both the entrance and exit points are 5-foot-wide circles. You can designate one willing creature of your size or smaller that's within 5 feet of the portal's entrance when you create it. Both you and the designated creature can enter the portal by using 5 feet of movement, which transports you to the exit point. You can make this journey once per turn.

The portal remains open until the end of your next turn. During this time, you and the designated creature can move back and forth between the entrance and exit points of the portal by spending the necessary movement.

If any creature other than you or your designated companion tries to pass through the portal, they must make a Wisdom saving throw against your paladin spell save DC. On a failed save, they take 4d6 force damage and can't use the portal, remaining on their original side. On a successful save, they can move through the portal without hindrance.

After using this feature, you can't use it again until you finish a long rest or expend a spell slot of 3rd level or higher.


Planar Champion

At 20th level, as an action, you can assume the form of a Planar Champion, embodying the essence of travel and pathways. For the next minute:

  • You gain a flying speed of 60 feet.
  • Your divine smite's deal force damage instead of radiant damage.
  • You can teleport up to 30 feet as a bonus action.
  • Attacks made against you have disadvantage, as you seem to flicker in and out of existence.

Once you use this feature, you can't use it again until you finish a long rest.


Files

Comments

No comments found for this post.