Paladin
Base Class: Paladin

The Oath Of The Sun calls upon those faithful to Alezima, or the Great Eye. A Paladin of Alezima strives to uphold the ideals of the Lizardfolk of Arcadia, and spread the word of the Mighty Alezima and all his teachings.

Sometimes called 'Sunblessed' or 'Sunlight Warriors', Paladins who swear the Oath of The Sun are granted blessings of Alezima in order to gain the power to enact his will.

TENETS OF THE SUN

Paladins of Alezima strive to uphold these Tenets.

Nature. All who benefit from the radiant light of the sun are sacred and must be protected. Punish those who would enact wanton destruction upon the natural world that benefits from Alezima's grace.

Light. Those who dwell in the light of the sun are sacred, and those who dwell in darkness are not.

Growth. Seek to gain wisdom and further your strength. Grow under the light of the sun, as all life does.

Martyrdom. Put your body and soul on the line for your cause. Your life is second to your oath to Alezima.

Duplicity. Both the sun and moon provide Alezima's blessing. Seek to find truth on both sides of the coin, and do not blindly follow only one path.

 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sunlight Weapon. As a bonus action, you hold your weapon aloft and and bathe it in sunlight energy, using your Channel Divinity. For 1 minute, your weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that. In addition, weapon attacks made with it deal extra radiant damage equal to 1d6 + your Charisma modifier on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this effect and cause the weapon to emit a burst of sunlight. Each creature of your choice that you can see within 20 feet of you must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.

Sunlight Armor. As a bonus action, you touch your holy symbol to your armor and bathe it in sunlight energy, using your Channel Divinity. For 1 minute, your armor emits a bright light in a 20-foot radius and dim light 20 feet beyond that. In addition, you gain temporary hp equal to your Charisma modifier, and if a creature hits you with a melee attack the creature takes radiant damage equal to 1d6 + your Charisma modifier.

As a bonus action on your turn, you can dismiss this effect and cause the armor to emit a burst of sunlight. Each creature of your choice that you can see within 20 feet of you must make a Constitution saving throw. On a failed save, a creature is blinded until the end of your next turn.

Oath Spells

You gain oath spells at the paladin levels listed. Spells such as faerie fire and color spray are re-flavored to utilize bursts of golden sunlight instead of their usual visual effects.

Oath of Vengeance Spells
Paladin Level Spells

3rd

faerie fire, color spray

5th

scorching ray, warding bond

9th

haste, mass healing word

13th

wall of fire, divination

17th

greater restoration, flame strike

The Sun's Eyes

Starting at 7th level, your keen sight extends to your allies. This feature has two effects, one when you are in direct sunlight and one when you are not.

Aura of Sunlight. While you are in direct sunlight, you emanate an aura that blankets your allies with protective solar energy. Whenever a creature you can see makes an attack roll against you or an ally within 10 ft. of you, you can use your reaction to create a flash of heat and sunlight to attempt to blind the attacker. The attacker must make a constitution saving throw against your spell save DC. On a failed save, the attacker has disadvantage on the attack roll.

Aura of Moonlight. While you are not in direct sunlight, you emanate an aura that sharpens the resolve of your allies. Whenever a friendly creature you can see makes an attack roll within 10ft. of you, you can use your reaction to create a moonlight glow on their target's vital points. The target of the attack must make a dexterity saving throw against your spell save DC. On a failed save, the friendly creature has advantage on the attack roll.

At 18th level, the range of both auras increases to 30 feet.

The Sun's Body

Starting at 15th level, Your body is a honed instrument of Alezima's will. This feature has two effects, one when you are in direct sunlight and one when you are not.

Martyr. While you are in direct sunlight, whenever you are dealt damage by an attack or spell, you gain a bonus to your next attack roll. This bonus equals half the damage you received rounded down (Minimum of +5, Maximum of +10).

Crusader. While you are not in direct sunlight, whenever you deal damage with an attack or spell, you gain temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1). You can only gain temporary hit points from this feature if you do not already have temporary hit points from this feature.

The Sun's Might

At 20th level, your connection with Alezima allows you to command the power of the sun itself. This feature has two effects, one when you are in direct sunlight and one when you are not. If you use either effect of this feature, you can't use it again until you finish a long rest.

Searing Sunlight. As an action, you can call down a beam of intense sunlight to strike a location. for 1 minute, bright sunlight shines in a 30 foot radius in a location within 60ft. of you. The light counts as sunlight. When the beam appears, each hostile creature in it must make a constitution saving throw against your spell save DC, taking 4d10 radiant damage and becoming blinded until the end of your next turn on a failed save, or half as much damage on a successful one.

A hostile creature must also make a constitution saving throw against your spell save DC whenever it ends its turn in the cylinder, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one.

If you’re within 60 feet of the beam, you can move it up to 60 feet as a bonus action on your turn.

If you exit sunlight while Searing Sunlight is active, the beam changes to Soothing Moonlight, but does not trigger its appearing effect. The time remaining on the beam remains the same.

Soothing Moonlight. As an action, you can call down a beam of protective moonlight to fill a location. for 1 minute, shimmering moonlight shines in a 30 foot radius in a location within 60ft. of you. When the beam appears, each friendly creature in it regains 4d8 hit points.

While a friendly creature is in the beam, they have advantage on saving throws against being blinded, charmed, frightened, paralyzed and poisoned.

If you’re within 60 feet of the beam, you can move it up to 60 feet as a bonus action on your turn.

If you enter sunlight while Soothing Moonlight is active, the beam changes to Searing Sunlight, but does not trigger its appearing effect. The time remaining on the beam remains the same.

Comments

Posts Quoted:
Reply
Clear All Quotes