Base Class: Paladin
"Paladins who swear the Oath of the Lightbringer are mortal enemies to all Evil, siding with Light in the eternal struggle against darkness, devoting their whole life on the protection of life and good against those who try to destroy or toy with it. For those Paladins it's not as simple as to establish order, nor just to fight for balance, or justice and smiting evil. Those Paladins fight evil to establish and bring hope when all other lights have vanish into the darkness and everything seems lost. They fight to preserve that light, like an ever burning torch that passes from one to an other. Self-sucrifice and an honest and honorable heart, is what shows inside and outside of a Lightbringer Paladin. A Lightbringer knows that not only undead, demons, devils and other supernatural threats can be considered inherently evil, but men as well can be evil. Even so, there is still hope, even amongst the most wicked and misguided souls. It is a Lightbringer's duty to fight for hope, as well as to nourish and preserve it into the hearts of others through his own actions."
Tenets of the Lightbringer
Through the words of the Oath of the Lightbringer, Paladins are linked together by a holly vow to the path of Light in the endless war against the forces of Evil and Darkness.
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In brightest day: I shall act with mercy, kindness and forgiveness to all under the light's protection.
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In blackest night: When the sky is moonless and the stars don't shine, I shall be the light of Hope and the guide to the path of Light.
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No Evil shall escape my sight: As no shadow can hide from the light. Truth shall shine and all Evil will be judged by the Light.
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Let those who worship Evil's might, Beware of my power: For I am the sword in the darkness that burns bright against the cold of night. The bringer of Dawn and Protector of Life.
Oath of the Lightbringer Spells
Paladin Level & Spells
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Level 3: Zephyr Strike, Shield.
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Level5: Healing Spirit, Warding Bond.
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Level 9: Spirit Guardians, Counterspell.
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Level 13: Sickening Radiance, Freedom of Movement.
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Level 17: Dawn, Greater Restoration.
Channel Divinity
"When you take this Oath at 3rd level, you gain the following two channel divinity options".
My Will is Hope: You channel your own will to protect yourself and allies from harmful effects. As an Action, you channel an aura of pure Sunlight in a 30ft-radious around you that moves with you for the duration of 1 minute. You and allied creatures gain a bonus to saving throws equal to your Wisdom modifier.
Aura of the New Dawn
At 7th level, you and friendly creatures within 10ft of you can not be cursed by spells or other means magical or not. If a creature is already under a curse the curse ends. If a creature has attuned to a cursed item or object, the curse remains but the creature loses its attunement to this object or item and cannot attune to this item or object as long as it's inside your aura. In addition, Fiends, Undead as well as any Evil aligned creature inside the aura have disadvantage on Attacks against you and your allies.
Sight of Light
At 15th level, you can not be tricked by fowl words and invisible gestures. When a creature is lying in any way, you automatically know it, no check is need it.
In addition, you can see invisible creatures and objects as well as behind any Illusion within sight.
Champion of Light and Hope
At 20th level, you become an Avatar of Light and a Paragon that brings Hope on the battlefield. You undergo a transformation taking on an appearance of your choosing. For example, skin of gold or light. Hair made of sunlight, or have an Angelic like appearance.
Using an Action, you undergo a transformation for 1 minute and you gain the following benefits:
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You have resistance to All damage.
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You emanate an aura of sunlight, this light pushes away any darkness magical or not. The aura is 30ft-radious from you and moves with you for the duration giving you and allies the following beneficial effects(as long as you are not dead of incapacitated or unconscious):
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Any critical hit made from a Fiends, Undead or any Evil aligned creature when inside the aura, is considered a normal hit instead.
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At the start of your turn, you and allied creatures inside the aura gain hit points equal to your Charisma modifier for the duration.
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When an enemy creature makes an Attack and hits a creature other that you inside the aura, you can choose to make it a miss instead by spending your Reaction, and No other option can be applied to counter this effect.
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