Paladin
Base Class: Paladin

Those who take up the Oath of the Sunbreaker are committed to the fight. Most often, these paladins are committed to the fight for the sake of the fight, but sometimes they are those who have become extensively familiar with the art of combat through other means. They know that death is a true finality, and that it should be saved for worthy foes and necessary moments

Sunbreaker Spells

Oath of Sunbreaker paladins may cast these spells

3rd:  Zephyr Strike,  Burning Hands

5th: Aganazzar's Scorcher, Scorching Ray

9th: Fireball, Elemental Weapon

13th: Fire Shield, Wall of fire

17th: Immolation,  Wall of Light

Channel Divinity

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

Sunspot. Whenever you make a weapon attack that hits, you can spend your Channel Divinity to create a smoldering zone around yourself. This zone takes the shape of a 15 foot square as long as you occupy at least one part. Any time a creature enters it, you may choose for it to make a Constitution saving throw against your spell save dc, or take 1d8 times your proficiency bonus in fire damage. The sunspot only lasts for1 minute.

Burning Maul. As a bonus action, you create a flaming weapon in your hands that takes the form of a large hammer and has the two-handed and heavy properties. When striking a target with the Maul, you may use your Strength determine your Attack and Damage Rolls. On a hit, the Burning Maul deals 2d6 fire damage. Additionally, you gain a bonus to Attack and Damage Rolls equal to your proficiency bonus. The weapon counts as magical and you can not be forced to drop the weapon by any means. The weapon lasts for one minute or until dispelled (no action required)

Aura of Combustion

7th-level Oath of The Sunbreaker feature
Beginning at 7th level, your burning radiance extends to those around you. You and your allies within ten feet of you
gain resistance to fire and radiant damage, so long as you are not incapacitated.
At 18th level this aura increases to 30 ft.

Hammer of Sol

15th-level Oath of the Sunbreaker feature
Starting at 15th level, you gain the ability to create magical flaming hammers to hurl at your enemies,
formed from your scorching combat prowess. When you take the attack action on your turn,
you can summon a flaming hammer to your hand and throw it as one of your attacks.
This does not force you to drop any held items. Make a ranged spell attack against an enemy you can see within 30 feet of you,
using your Charisma for attack and damage rolls and dealing 2d8 plus Charisma modifier fire damage on a hit.
The attack roll for this feature does not suffer disadvantage when a hostile creature is within 5 feet of you. Additionally,
on a hit, you can choose to use your Divine Smite and/or Improved Divine Smite features.
You can use this feature a number of times equal to your Charisma modifier (minimum of one),
and you regain all expended uses on a long rest. You may also use a bonus action to recover a number of uses by spending spell slots,
regaining a number of charges equal to the level of spell slot used, but not exceeding an amount equal to your Charisma modifier.
Your number of charges are doubled while using Burning Maul or Sunspot, While using Sunspot you may use Hammer of Sol as a bonus action

Sunbreaker

20th-level Oath of the Sunbreaker feature
At 20th level, your incinerating light is able to be unleashed in its truest and most violent form.
As a bonus action you call forth a greater manifestation of your inner fire, which lasts for one minute and grants you the following benefits.
You become wreathed in flames, causing harm to those around you. The flames shed bright light out to 30 feet
and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you
with a melee attack takes 2d8 fire or radiant damage. Your holy fire takes on new properties. Anytime you deal
damage, you are able to change the damage type to either fire damage or radiant damage, your choice.
You gain immunity to fire and radiant damage. For the duration, any use of the Hammer of Sol feature
does not count against the total uses of the feature, and any fire damage dealt by the feature is doubled and
ignores resistance. Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot
to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2023 1:23:28 AM
9
0
--
Coming Soon
5/3/2023 6:19:03 PM
14
0
--
Coming Soon
11/17/2023 5:22:46 AM
124
12
--
Coming Soon
11/17/2023 5:25:25 AM
51
0
--
Coming Soon
11/18/2023 2:54:39 PM
67
0
--
Coming Soon
1/15/2024 8:02:09 PM
70
1
--
Coming Soon
4/24/2024 2:22:53 PM
74
6
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes