Oath of the Beyond

A Paladin Oath sworn to entities older than the Pantheon, with a fear-causing Spell Divinity option, psychic smites and sight of invisible creatures.

Identity

The Oath of the Beyond is the Paladin Oath sworn to what lies past the gods: cosmic entities that predate the Pantheon of Primus and have never negotiated with it, the things at the far edge of the Rift, the intelligences the Netherveil is a symptom of, whatever the Mythar were listening to. Its Paladins make no claim that their patrons are benevolent. They hold that the patrons are truthful. Other Paladins find them difficult to be near for long.

Features

  • L3 Dread Presence

    As a Spell Divinity option, you let a little of the Beyond through. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to 2d8 plus your Paladin level and become Frightened until the end of its next turn.

  • L7 Aura of the Far Dark

    You and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on saving throws against being Charmed or Frightened by aberrations. The radius increases to 30 feet at 18th level.

  • L11 Smite of the Outer Rift

    Your Divine Smite can deal psychic damage instead of radiant. When it does, the target must also succeed on an Intelligence saving throw against your spell save DC or be unable to take reactions until the end of its next turn.

  • L15 Beyond Sight

    You can see invisible creatures within 60 feet, and you cannot be surprised. Once per long rest, you can ask your patron one question about a matter not present. The reply is true and arrives in an oblique form.

  • L18 Beyond Form Capstone

    Once per long rest, you can open yourself to the Beyond for 1 minute. During that time, you have a flying speed of 30 feet and can hover, you have resistance to all damage, and any creature that starts its turn within 30 feet of you and can see you must succeed on a Wisdom saving throw against your spell save DC or take 3d8 psychic damage and become Frightened until the end of its turn.