Base Class: Paladin
Paladins who swear the Oath of the Sun are the most prideful of all paladins. They believe that they are the chosen ones of the sun god, and that they are destined to do great things. They are also incredibly powerful, and they are not afraid to show it.
Paladins of the Sun are typically very arrogant and boastful. They believe that they are better than everyone else, and that they are the best chance anyone has to vanquish evil. However, they are also very brave and selfless. They are willing to put their lives on the line to protect others, and they will never back down from a fight.
Paladins of the Sun have a natural affinity for fire. They also prefer to Fight in the Light of day while their Chosen Deity watches over them, but are not afraid to go into the darkest regions where evil lives to vanquish it in the light of Judgement.
- Race: Paladins of the Sun can be of any race, but they are most commonly humans, elves, or dwarves.
- Background: Paladins of the Sun often come from backgrounds that emphasize strength, courage, and leadership. Some common backgrounds include Acolyte, Folk Hero, and Soldier.
- Personality Traits: Paladins of the Sun are typically arrogant, boastful, and confident. They believe that they are the chosen ones, and that they are destined to do great things. However, they are also brave, selfless, and willing to put their lives on the line for others.
- Ideals: Paladins of the Sun are typically motivated by ideals of power, glory, and justice. They believe that they have a responsibility to use their strength to protect the weak and uphold what is right.
- Bonds: Paladins of the Sun are often bonded to their gods, their friends, and their allies. They are fiercely loyal to those they care about, and they will do anything to protect them.
- Flaws: Paladins of the Sun are often arrogant and prideful. They may also be reckless and impulsive, believing that their strength and power will make them invincible.
Playing a Paladin of the Sun
When playing a Paladin of the Sun, it is important to remember that they are the chosen ones. They are destined to do great things, and they are not afraid to show it. They are also incredibly powerful, and they have a responsibility to use their power wisely.
Paladins of the Sun are often the center of attention. They are the ones who lead the charge into battle, and they are the ones who inspire their allies to fight on. They are also the ones who are most likely to make sacrifices for the greater good.
When playing a Paladin of the Sun, it is important to be both arrogant and selfless. You need to believe in your own strength and power, but you also need to be willing to put the needs of others before your own.
Tenets of Light:
- Be the brightest light in the darkness. Let your pride fuel your desire to be a beacon of hope for those who are lost.
- Be a beacon of light to the weak and innocent. Let your arrogance remind you that you are strong and capable, and that you have a duty to protect those who cannot protect themselves.
- Seek truth, justice, and righteousness. Let your pride and honesty guide you to fight for what is right, even when it is difficult.
- Be a champion of the sun. Let your arrogance remind you that you are special and chosen, and that you have a duty to spread the sun's warmth and light.
- The Sun never sets on Evil. Let your pride fuel your determination to fight for what you believe in, even when the odds are stacked against you.
Here are some tips for playing a Paladin of the Sun:
- Be confident and assertive. You are the chosen one, and you are not afraid to show it.
- Be willing to put yourself in danger to protect others. You are a champion of justice, and you have a responsibility to stand up for what is right.
- Be a leader. You are the one who inspires your allies to fight on.
- Relish your victories over others and ungracious in defeat. You are powerful, you know it, and want everyone else to as well.
Oath Spells
You gain oath spells based on your level that are always prepared, don't require material components, and don't count against your daily number of prepared spells. See the spells listed in the Oath of the Sun Spells table for reference and the Sacred Oath class feature for how oath spells work.
Oath of The Sun Spells Table
| Paladin Level | Spells |
|---|---|
| 3rd | Guiding Bolt, Divine Favor |
| 5th | Continual Flame, Lesser Restoration |
| 9th | Beacon of Hope, Daylight |
| 13th | Banishment, Death Ward |
| 17th | Greater Restoration, Dispel Evil and Good |
Channel Divinity
When you take the Oath of the Sun at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
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Divine Weapon: You can use your Channel Divinity to call upon the power of the sun to imbue a weapon of your choosing with it's Divine power. As an action, you touch a nonmagical weapon. Until sunset, the weapon becomes a magic weapon and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light from this weapon dispels both magical and nonmagical darkness it touches. In addition, weapon attacks made with the weapon deal an additional 1d8 radiant damage on a hit.
- Pride of the Sun: You can use your Channel Divinity to channel your Divine power to influence the outcome of the events around you. As an Action, you can expend a use of Channel Divinity to grant yourself or a creature that is friendly to you that you can see and is within 30 feet of you, advantage on all skill checks and saving throws for 1 minute.
Aura of Radiance
Starting at 7th level, you constantly emanate an Aura of the Power of the Sun that permeates anyone within it that is friendly to you while you are not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
While the aura is active, you and any allies that are within the Aura gain the following benefits:
- You and your allies within the aura are immune to the charmed and frightened conditions. If you are already charmed or frightened, you now have advantage on any new saving throw against the relevant effect while you benefit from this feature.
- You and your allies within the aura gain advantage on all skill checks and saving throws that use the Charisma modifier.
- You and your allies within the aura gain resistance to necrotic damage.
At 18th level, the range of this aura increases to 30 feet.
Solar Wrath
Starting at 15th Level. Your aura is infused with additional power. When Fiends and Undead first enter your aura, or begin their turn in it. They must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Additionally, you and your allies within your Aura gains advantage on attack rolls and saving throws against spells cast by fiends or undead.
Sun's Judgement
At 20th level, once per long rest, you can summon a miniature sun to hurl at your enemies. As an action, you hurl a 10-foot-diameter sphere of fire that travels in a line 100 feet long in a direction that you choose. Each creature in the line must make a Dexterity saving throw against your Paladin spell save DC. On a failed save, a creature takes 4d8 fire damage and 4d8 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and is not blinded.
Any creature that takes damage from Sun's Judgement is also ignited. Until a creature takes an action to douse the flames, it takes 1d8 fire damage at the start of its turns.
Additionally, Sun's Judgement ignites flammable objects in the line that aren't being worn or carried.
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