Paladin
Base Class: Paladin

Paladins of the Sun try to uphold the laws of the land while seeking out evil to destroy it in their gods name.

 Expanded Spell List:

Fire Bolt | Spare the Dying

Healing Word | Lesser Restotation

Prayer of Healing | Scorching Ray

Fireball | Mass Healing Word

Wall of Fire | Fire Shield 

Flame Strike | Immolation 

Channel Divinity

At 3rd level you can choose one of these, once per short rest. Lasts for 10 minutes.

Blade of the Sun: Imbue your weapon or an allies by touch, with fiery energy. Add 1d4 fire damage to each attack made with that weapon. The weapon emits low light in a 10ft radius. Damage increases by 1d4 at 7th, 11th, 15th, and 17th levels.

Radiance of the Sun: Choose two willing creatures within 25ft, they gain Hit Points back equal to 2d8+ Your CHA modifier. The amount of Hit Points regained increases by 1d8 at 7th, 11th, and, 15th, and 17th levels.

Sun Dragon's Flight

 At 7th level, once per long rest you can grow a pair of draconic wings and gain a flying speed equal to half your normal movement speed. This lasts for 10 minutes. Movement with the wings does not provoke opportunity attacks unless you are wearing heavy armor.

Aura of the Striking Pyre

Starting at 15th level, once per long rest you can create a tornado of fire in a 15ft radius centered on you. Any creature, that you deem unworthy as per your God, that moves through the radius suffers 4d8 Fire damage. Damage increases by 1d8 at 17th and 20th levels. Any hostile creatures that attempts to willingly enter the Pyre must succeed a DC 15 CON save. On a failed save the creature is blinded for 10 minutes. All creatures have disadvantage on perception checks to view things on the inside of the Pyre, and vice versa.

Sun Dragon of the East

 At 20th level once a day, you can embody the draconic form of your patron

You take on the form of any ancient metallic dragon. This dragon has a fiery aspect. You gain the stats and actions of the Dragon, but no legendary actions

Once you use this feature, it can't be used again for 36 hours. Casting any spells of level 5 or higher will result in gaining an exhaustion point.

Previous Versions

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12/7/2022 2:49:16 PM
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