Oath Of The Cosmic Forge

## Cosmic Forge Oath (3rd Level)

Cosmic Forge Spells
 5th
 9th
 13th
 17th

## Celestial Guidance (3rd Level)

At 3rd level, you can call upon the guidance of the stars to aid your allies. As a bonus action, you can grant one creature you can see within 30 feet of you advantage on the next attack roll it makes before the start of your next turn.

## Cosmic Infusion (3rd Level)

Starting at 3rd level, you can tap into the celestial energies that flow through you to manifest unique abilities. You can use your channel divinity to infuse yourself with cosmic energy for 1 minute. You may also enter this form by expending a spell slot of 2nd level or higher once per long rest. While infused, you gain the following benefits:

* **Cosmic Resilience:** *You have resistance to radiant damage, and you have advantage on saving throws against being charmed or frightened.*
* **Celestial Guidance:** *Once during the duration, when you make an attack roll, an ability check, or a saving throw, you can roll a d4 and add the number rolled to the result.*
* **Celestial Radiance:** *As a bonus action, you can emanate radiant light in a 10-foot radius, shedding bright light and dim light for an additional 10 feet. The light lasts for 1 minute or until you dismiss it as a bonus action. While the light is active, you and friendly creatures within the bright light have advantage on saving throws against being blinded, and any hostile creatures that start their turn within the bright light take radiant damage equal to your Charisma modifier.*

## Tenets Of The Cosmic Forge

1. **Seek Balance:** *Strive to maintain balance and harmony in all things. Understand that the cosmos operates on a delicate equilibrium, and it is your duty to uphold that balance in your actions and decisions.*
2. **Nurture Creation:** *Cherish the beauty and diversity of the world. Foster growth, creativity, and innovation. Use your abilities to aid in the development of civilization, technology, and the betterment of life for all beings.*
3. **Unveil Hidden Truths:** *Strive to uncover the secrets of the cosmos and share that knowledge with others. Seek wisdom in the stars and unravel mysteries that elude mortal understanding. Illuminate the path of enlightenment for those who follow.*

## Stellar Resilience (7th Level)

Starting at 7th level, the radiant energy that flows through you grants you resilience against harmful effects. You have resistance to radiant damage, and you have advantage on saving throws against being blinded. While in your Cosmic Infusion form, your resistance to radiant damage becomes immunity. Additionally, you gain proficiency in Constitution saving throws.

## Cosmic Radiance (15th Level)

At 15th level, your connection to the cosmic forge allows you to emanate radiant energy, becoming a beacon of light. As an action, you can activate your Cosmic Radiance, causing bright light to radiate from you in a 30-foot radius for 1 minute. The light sheds dim light for an additional 30 feet. While the radiance is active, you and friendly creatures within the bright light have advantage on saving throws against being frightened, and you can use a bonus action to heal yourself or an ally within the bright light for a number of hit points equal to your paladin level. A creature can only receive this healing once a day. Once you use this feature, you must finish a long rest before you can use it again.

## Cosmic Ascendance (20th Level)

At 20th level, you achieve the ultimate connection with the celestial forces. As an action, you can enter a state of Cosmic Ascendance for 1 minute. During this time, you gain the following benefits:

* *You have a flying speed equal to your current movement speed.*
* *Your weapon attacks deal an additional 1d8 radiant damage.*
* *Whenever you hit a creature with a weapon attack, you can choose to emit a burst of radiant energy. The creature and all other creatures of your choice within 10 feet of it must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes radiant damage equal to your Charisma modifier and is blinded until the end of its next turn.*

Once you use this feature, you must finish a long rest before you can use it again.