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Oath of the Sepulcher

The Order of the Sepulcher Knights was founded to bring stability to the galaxy, to protect from outside control, and to maintain balance between light and dark. Acting as a law-enforcing authority throughout the galaxy. A paladin that swears the Oath of the Sepulcher gains profound responsibility and a divine connection to all living things.

Tenets of the Sepulcher

The Order of the Sepulcher dates back to the Night Crusade’s conclusion, and its core vows are designed to prevent such a tragedy from ever again enveloping the galaxy:

  • Balance Light and Dark. The Sepulcher itself is a speck of darkness within the blazing light of its star. In turn, the Void is a well of hideous light where one expects only darkness. The universe, therefore, exists in a precarious balance of light and dark, which must be preserved through rule of law.
  • Maintain Peace in the Universe. Sepulcher Knights are a singular authority in an ocean of worlds. Strive to maintain order and find fair solutions in all conflicts.
  • Protect the Universe. The Solar Citadel and the maw stations are flashpoints for conflict. Lawbreakers and interlopers in these places must not go unpunished.
Oath of the Sepulcher Spells
Paladin Level Spells
3rd detect evil and good, worldseek
5th hold person, zone of truth
9th glyph of warding, tongues
13th banishment, locate creature
17th hold monster, scrying

Channel Divinity

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

Gamma Blade. Using your Channel Divinity, you can wreathe a melee weapon you are holding in a nimbus of arcane energy. For the next minute, this weapon deals force damage or radiant damage (your choice) and has a bonus on damage rolls equal to your proficiency bonus. If the weapon isn’t already magical, it becomes magical for the duration. The weapon also emits a bright blue light in a 20-foot radius and dim light 20 feet beyond that.

Additionally, when you attack with this weapon, you can swing it in the air to project a blast of energy. This is a ranged spell attack with a range of 30/120 feet and deals force damage equal to 2d8 + your Charisma modifier on a hit.

This effect ends early if the weapon leaves your hand, you fall unconscious, or you choose to end it on your turn (no action required).

Longarm. You can use your bonus action to ensure that no one escapes the reach of justice. For the next minute, you can use your Divine Smite feature when you hit with a ranged weapon attack, in addition to melee weapon attacks. Additionally, your ranged weapon attacks ignore half and three-quarters cover and count as magical for purposes of overcoming damage resistance and immunity.

Aura of Atmosphere

Starting at 7th level, you and friendly creatures within 10 feet of you are always under the effects of the spell zone of atmosphere. Additionally, if you are in an area of zero gravity, you have a flight speed equal to your movement speed. When you move in such an area, each friendly creature within 10 feet of you can use its reaction to move with you to remain within this aura.

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

Universal Shift

Beginning at 15th level, you can cast the spell plane shift, targeting only yourself, without using a spell slot or spell components, or you can teleport to the nearest Maw station, appearing somewhere on its surface. Once you use this ability, you can’t use it again until you finish a long rest.

Galactic Knight

When you reach 20th level, you learn to tap into the very heart of the stars, drawing on their immense power to fuel your fight for justice. As an action, you can choose one of the two following options:

Solar Knight. For 1 hour, you gain a flying speed of 60 feet and the benefits of the Gamma Blade Channel Divinity. Additionally, when you or an ally within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to halve the damage taken.

Galactic Knight. If you activate this ability in open space, outside the confines of an atmosphere or gravitational field, you can choose to pull energy from the galaxy itself and transform into a Galactic Knight. For 1 minute, you surround yourself in a massive, humanoid- shaped field of cosmic energy, growing to 100 times your normal size. If you are Medium-sized, for example, you will grow to occupy a 500-by-500-foot square.

For the duration, you gain a flight speed of 6,000 feet, your attacks deal mega damage, and your hit points are converted to mega hit points. Once you use this ability with either option, you can’t do so again until you finish a long rest.

Section 15: Copyright Notice

Dark Matter Copyright 2019, Mage Hand Press, LLC; authors Michael Holik, Jaron Mortimer, Benjamin Richardson, Matthew Pennell, Jason Sinclair