Base Class: Paladin
Paladins who swear the Oath of Radiance are warriors of divine light, chosen to bring the brilliance of their god to the darkest corners of the world. These paladins shine as beacons of hope and protection, using their radiant power to heal, defend, and smite their foes. Their connection to their deity imbues them with abilities that embody the purity and power of divine radiance.
Tenets of Radiance
The tenets of the Oath of Radiance emphasize purity, protection, and the relentless pursuit of the light.
- Purity: Keep your soul and body pure, avoiding the corruptions of evil and temptation.
- Protection: Use your light to shield and heal those in need, standing as a bastion against darkness.
- Relentless Pursuit: Seek out and eradicate the sources of evil, bringing the light of your god to the darkest places.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options:
-
Holy Shield:
- Defensive Mode: As an action, you can conjure a shield of light that extends an additional 5 feet on either side of you, providing cover to you and your allies. While this shield is active, you and allies within its area have resistance to all damage and emit a blinding light. Each creature that starts its turn in front of the shield must make a Constitution saving throw against your spell save DC or be blinded for 1 minute. The shield lasts for 1 minute or until you lose concentration (as if concentrating on a spell).
- Offensive Mode: As an action, you can use the shield as a weapon. The shield can be thrown (range 30/60) and bounces between up to three targets, dealing radiant damage equal to 2d8 + your Strength modifier to each target. This damage increases by 1d8 at 11th level (3d8) and 17th level (4d8). After hitting the third target (or missing), the shield returns to your hand. You can continue to use the shield in this way for up to 1 minute or until you lose concentration (as if concentrating on a spell).
You also gain the following passive:
Radiant Soul: At 3rd level, you gain proficiency in the Persuasion skill. Additionally, you learn the Light cantrip, and you can cast it without using a spell slot or needing material components.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Shield of Faith, Guiding Bolt |
| 5th | Lesser Restoration, Moonbeam |
| 9th | Beacon of Hope, Daylight |
| 13th | Guardian of Faith, Wall of Fire (radiant damage) |
| 17th | Greater Restoration, Flame Strike (radiant damage) |
Aura of Radiance
Starting at 7th level, you and friendly creatures within 10 feet of you emit a soft, radiant light. This light does not dispel darkness, but it does make it easier to see. Creatures within this aura cannot be hidden from you or your allies.
Consecration
At 7th level, you can consecrate the ground around you, creating an area of divine power. As an action, you can choose a point within 10 feet to consecrate, creating a 10-foot-radius area that lasts for 2 rounds.
- Healing: Allies within this area regain 2d6 hit points at the start of your turn. This healing increases by 1d6 for every two paladin levels you have beyond 7th (3d6 at 9th, 4d6 at 11th, and so on).
- Cure: Allies within the area are cured of diseases and can mend severe wounds, though this may not fully heal grievous injuries.
- Frighten: Any undead, fiends, or demonic entities that start their turn within this area must make a Wisdom saving throw against your spell save DC or be frightened of you and the consecrated area until the end of their next turn.
Radiant Favor
At 15th level, you can channel your god's energy, manifesting a radiant halo. As a bonus action, you can activate this feature to provide the following benefits for 1 minute:
- Divine Weaponry: You and allies within 25 feet deal an additional 1d12 radiant damage on weapon attacks.
- Guiding Hand: You and allies within 25 feet have advantage on attack rolls against undead and fiends.
- Radiant Protection: You and allies within 25 feet have resistance to necrotic damage.
- Speed of Light: You and allies within 25 feet gain a +10 bonus to movement speed.
- Divine Insight: You and allies within 25 feet have advantage on saving throws against spells and other magical effects.
- Holy Aura: You and allies within 25 feet are under the effects of the Bless spell (no concentration required).
Divine Resilience
At 15th level, your connection to your god grants you greater protection. You gain resistance to radiant and necrotic damage, and your hit point maximum increases by an amount equal to your paladin level. Whenever you gain a level in this class, your hit point maximum increases by an additional 1 hit point.
Ward of Dawn
At 20th level, you can create a dome of radiant energy. As an action, you can create a 15-foot-radius dome centered on you that lasts for 1 minute.
- Protection: The dome grants total cover to those inside from all attacks and spells originating from outside the dome. Spells and projectiles cannot pass through the dome's walls.
- Combat: To engage in combat, creatures must leave the dome. Any allies who pass through the dome's barrier gain temporary hit points equal to your Constitution modifier + your proficiency bonus. These temporary hit points last until depleted or until the dome vanishes.
Previous Versions
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