Paladin
Base Class: Paladin

In the wastes, the sun is a double-edged sword: though it brings light, warmth, and nourishment to the little greenery there is in the desert, it also burns, blinds, and can destroy those who do not respect it. Paladins who take the Oath of the Sun understand the sun's dual nature, and strive to both bring its light to the darkest reaches of the world and to protect those who fall prey to the sun's rays out of happenstance or misfortune.

Paladins of the Sun are rare, much more so than one would think. They bind themselves in service to the cycles of The Sun, worshiping the Gods of light, serving them and doing their will. They call upon the powers of the Sun to enhance their prowess in battle.

Tenets of the Sun

The Oath of the Sun is always taken in public at the height of noon, among the congregation of the paladin's church.
The Sun Rises. The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge every day.

The Sun Blazes. Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its light, so as to burn away their impurity.

The Sun Sets. The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.

Oath Spells

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

Oath of the Sun Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Glaring Light. You harness the power of the sun to blind your enemies. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute. The blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Warmth of the Sun. As an action, you may raise your holy symbol into the air and choose a number of creatures equal to your Proficiency Bonus within a 15 ft radius. You and the chosen creatures gain a number of temporary hit points equal to 4 x your Proficiency Bonus. While a target has these temporary hit points, the paladin glows with the warmth of the sun in a 10 ft area piercing through magical darkness, this glow is natural sunlight. This effect lasts for 10 minutes unless you become incapacitated or killed.

Aura of Sol's Glory

Beginning at 7th level, creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and abilities.

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

Searing Corona

Starting at 15th level, whenever a creature within 10 feet of you hits you with a melee attack, as a reaction you may force the creature to roll a Constitution saving throw. On a failed save, it takes 2d8 radiant damage and is blinded until the end of your next turn. On a successful save, the target takes half damage and is not blinded.

Avatar of the Sun

At 20th level you can become the avatar of the sun. Using your action, you can turn your body into a solid mass of burning, solar radiance. This transformation lasts for one minute, during which you gain the following benefits:

  • You gain a flying speed of 60ft and can hover.
  • You become immune to fire and radiant damage.
  • Hostile creatures that start their turn within 10 feet of you take fire damage equal to twice your Charisma modifier.

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

Previous Versions

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