With multiple colonies among different celestial bodies, and two nations choosing to take to orbit rather than live on land, the world of Aram has been in an age of mass expansion for nearly a century. The primary group responsible for this is known as "Astral Riders", the paladins of the oath of expansion seek to become one with machinery for the purpose of embodying that which defines mankind: evolution by choice. Each paladin of this oath chooses from various upgrades, whether it be armor, weaponry, implants, or genetic mutagens. Their arms and armor are unique, in that they imprint themselves to the DNA of their respective paladin, and are unusable by any other creatures. These paladins make journeys both to existing colonies, as well as sites for prospective colonization, and are often gone from home for decades at a time.
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Tenets of Expansion
At Paladin of Expansion swears to find, secure, and maintain settlement areas at all costs. Each is given a microchip that displays the tenets of their oath as a hologram.
Exploration. Traverse new lands at any reasonable opportunity, be aware of threats and benefits to colonies.
Relentlessness. Defend colonies and their members until your dying breath, never relent or retreat so long as a single creature of the colonies needs protection.
Evolution. Seek greater power at any cost that does not violate your tenets. Change for strength, until you can be changed no more.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level |
Spells |
3rd |
Alarm, Command |
5th |
Enlarge/Reduce, Magnify Gravity |
9th |
Fear, Pulse Wave |
13th |
Fabricate, Phantasmal Killer |
17th |
Steel Wind Strike, Wall of Force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Area Awareness. You can use your channel divinity feature to project your perception in a 120ft. radius. As an action, you close your eyes and concentrate on your perception of the area around you. When you do this, you become aware of how many creatures are present within this space, though you do not know their location. While this effect is active, you and allies adjacent to you cannot be the targets of a sneak attack. This will not detect constructs.
- Shield the Innocent. You can use your channel divinity feature to erect a simple shield. As an action, you present your holy symbol and create an invisible barrier that covers an area of 15 square feet. Creatures within this space cannot be harmed until the shield is brought down. The shield absorbs up to 10 points of damage per round, restoring itself completely at the beginning of your next turn if it has taken less than 10 points of damage before then.
Aura of the Trailblazer
At 7th level, you emit an aura of haste when you aren't unconscious. You, and allied creatures within 10 feet of you, gain 10ft. of movement speed in difficult terrain.
At 18th level, the range of this aura increases to 30 feet.
Unyielding Defender
At 15th level, you learn to pull at the power of the divine in moments of dire need. When you reach 0 hit points, continue fighting until you successfully hit an enemy. The next successful hit deals an additional amount of damage equal to your missing hit points. If you reach -10 hit points before a successful hit is landed, you automatically fail your first death saving throw.
Forced Evolution
At 20th level, you are granted the highest rank of the Order of Expansion. Also, to realize your true potential, you are granted a suit of specialized nanotech armor, with an additional feature. As a bonus action, you may choose to meld yourself with the nanobots in your armor, engaging in a temporary symbiotic exchange. When you do this, you gain the following benefits for 1 minute:
- Giant Infusion. A temporary genetic enhancement, designed to return you to your natural state. Your Strength score becomes 21, you gain 40 temporary hit points, and your size becomes Huge.
- Rerouted Archtech. A piece of Archtech Cyberware is implanted to your armor, granting you temporary use when this effect is active. This implant holds an 8th level spell from any class of your choosing. You cannot change this spell once you choose, and it is usable once during the time this effect is active.
- Impact Deadening. You become immune to nonmagical bludgeoning, piercing, and slashing damage, and take half damage from all magical effects.
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