Paladin
Base Class: Paladin

The Oath of Sunlight calls on paladins to fight the evil that lurks in the shadows of the world. Paladins who dedicate themselves to this oath become beacons of light to guide souls lost in the dark and burn out the roots of evil with cleansing fire. Sometimes called sun warriors, light bearers, or golden knights, they don't stand as the iconic white knight in shining armor, rather as the hope that ignites the embers to the fading spark of light in the dark. These paladins stand at the front while in battle, inspiring others to do the same, they are natural leaders. Many of these paladins devote themselves to gods of light and incorporate images of burning suns into their helmets or coats of arms, both as a message to good that in them is a promise of tomorrow, and to evil that the everlasting light is always shining.

TENETS OF SUNLIGHT

A paladin who assumes the Oath of Sunlight swears to become shining beacons of hope where ever they go.

Hope. Be the light to guide those lost in the dark and a beacon of hope when there is none to be found. You are a leader, stand as their reason to fight. 

Cleanse. Take evil to the stake and burn it with holy fire. Let all who you punish be an example to the wicked that hides in the shadows. 

Grace. Those who bask in the holy light shall receive the praise and warmth of your hands. 

Oath Spells

3rd-level Oath of Sunlight feature

You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Sunlight Spells
Paladin Level Spells

3rd

faerie fire, guiding bolt

5th

continual flame, flame blade

9th

beacon of hope, daylight

13th

fire shield, wall of fire

17th

flame strike, mass cure wounds

Channel Divinity

3rd-level Oath of Sunlight feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Incandescent. As a bonus action, you can use your Channel Divinity to emit a blinding light that radiates from your body. All creatures of your choice within 30 feet of you that can see you must succeed on a Constitution saving throw or become blinded for 1 minute. Creatures that have darkvision have disadvantage on this saving throw. A creature that fails can repeat the saving throw at the end of each of their subsequent turns. 

Solar Weapon. As a bonus action, you can imbue one weapon that you are holding with solar energy, using your Channel Divinity. For 1 minute, each time you hit a creature with an attack you deal additional fire, lightning, or radiant damage (your choice as you make the attack) equal to your Charisma modifier (minimum of 1 damage). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Aura of Solace

7th- and 18th-level Oath of Sunlight feature

You emanate an aura of magical warmth that protects those within it from harm and the harsh weather beyond it. You and friendly creatures within 10 feet of you gain resistance to cold and fire damage and are not effected by extreme temperatures. Additionally, hostile creatures that end their turn within 10 feet of you receive fire, lightning, or radiant damage (your choice) equal to your Charisma modifier (minimum of 1 damage). 

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

Cleansing Flame

15th-level Oath of Sunlight feature

You can burn away foul effects and the presence of evil with the palm of your grasp. As an action, you can expend 5 hit points from your Lay on Hands pool of healing to rid a creature of one curse, madness, fear, blindness, or free them from being possessed by another creature.

Additionally, when you use your Lay on Hands to restore hit points or remove an effect off of a creature, that creature becomes warded by your cleansing flames. For 1 minute that creature is also protected from the same conditions. A creature protected in this way gains immunity from disease, poison, madness, fear, blindness, and cannot be targeted by curses or possessed by creatures for the duration. 

This feature has no effect on undead and constructs.

Symbol of Light

20th-level Oath of Sunlight feature

You can turn the tides of the darkest hour, empowering yourself with the ferocity of the sun. As an action, you gain the following benefits for 1 minute:

  • When you hit a creature with a weapon attack, you can ignite the creature with holy flames. Until a creature takes an action to douse the fire, the target takes 1d10 fire and 1d10 radiant damage at the start of each of its turns.
  • Your melee weapon attack reach is extended to 30 feet. When you attack a creature that is beyond your normal reach, the weapon damage type is replaced by lightning damage. 
  • Hostile creatures within 60 feet of you cannot benefit from the effects of invisibility.
  • You emit bright light in a 30-foot radius and dim light 30 feet beyond that centered on you. Magical darkness wholly inside the lights radius is dispelled. 

Once you use this feature, you can’t use it again until you finish a long rest.

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