Paladin
Base Class: Paladin

The Oath of the Solar Warden is a champion of light and life.

Level 3: Tidally Locked

As a Magic action, you can expend one use of your Channel Divinity to conjure either a 20 foot sphere of Fire or Cold damage, or a 30 foot by 5 foot line of Radiant damage. Creatures of your choice within the area must succeed on a Dexterity saving throw using your spell save DC. A failed save deals 3d8 damage of the type you choose when activating this feature. Additionally, Cold damage reduces the movement speed of affected creatures by 10 feet, Fire damage inflicts the Frightened condition on affects creatures, and Radiant damage blinds affected creatures until the start of the Paladin’s next turn. A successful save deals half damage only.

Level 3: Oath of the Solar Warden Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Solar Warden Spells table, you thereafter always have the listed spells prepared.

Oath of Glory Spells
Paladin Level Spells
3  Radiant Wounds,  Fairie Fire
5 Flaming Sphere,  Heat Metal
9 Daylight, Spirit Guardians
13 Fount of Moonlight, Aura of Life
17 Flame Strike, Hallow

Level 3: Mark of the Solar

As a Bonus Action, you can expend one use of your Channel Divinity to cause one creature of your choice within 30 feet of you to glow. This creature emanates bright light out to 20 feet, and dim light for an additional 20 feet. While marked by this feature, that creature cannot be made invisible by any means, and you ignore Resistance to Fire and Radiant damage of your Marked target. This Mark lasts for one minute. If the target dies before the Mark expires, you may take another bonus action to move it to another creature within the radius of bright light from the initial target. Moving the Mark does not reset the timer.

Level 7: Aura of Solar Wind

Enemies within your Aura of Protection treat the area as Difficult Terrain, and are immediately pushed out of the Aura. Large or smaller creatures pushed back by this feature most make a Strength saving throw using your spell save DC, or be knocked prone.

Level 15: Solar Flare

When using your Mark of the Solar feature, your effect on the Marked target is increased. Immunity is treated as Resistance, and normal damage is treated as Vulnerability when you deal Fire or Radiant damage to that target. Additionally, creatures you choose within 10 feet of the target when you activate your Mark must make a Constitution saving throw using your spell save DC, or be blinded for one round.

Level 20: Divine Champion

As a Bonus Action, you gain the following benefits for one minute, or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

• Holy Knight. You transform yourself into a Solar. While in this form, you do not gain the Legendary Actions, Legendary Resistances, or Exalted Restoration features listed in that creature’s stat block. If you are reduced to zero hit points, or gain the Incapacitated condition, you revert to your original form with the same hit points you had before the transformation.

• Solar Ambassador. Allies within your Aura of Protection gain the benefits of your Magic Resistance while this feature is active.

 

 

Previous Versions

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