Paladin
Base Class: Paladin

The Oath of Dual Radiance binds a paladin to the acceptance of inner contradictions—beauty and decay, duty and shame, light and rot. Paladins who swear this oath walk a difficult path: they struggle not just to protect others from evil, but also to reconcile their own perceived imperfections. Some believe these powers are a curse, others a blessing—but regardless, these paladins wield both light and darkness to shield what they love.

Level 3: Oath of Dual Radiance Spells

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

Oath of Dual Radiance Spells
Paladin Level Spells
3 Protection from Evil and Good, Inflict Wounds
5 Lesser Restoration, Spiritual Weapon
9 Beacon of Hope, Spirit Guardians
13 Aura of Life, Blight
17 Flame Strike, Greater Restoration

Level 3: Channel Divinity

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

Wings of Dissonance:
As an action, you can unfurl corrupted celestial wings and release a pulse of contradictory energy. Choose a number of creatures up to paladin level + Charisma modifier (minimum 1) within 30 feet of you. You can then roll 2d8 + your paladin level and divide the points between the two following options:

- Radiant Empowerment: A willing creature regains hit points equal to the points applied to this option.
- Withering Light: The creature makes a constitution saving throw against you spell save DC. On a failure the creature takes radiant or necrotic damage (your choice) equal to the points applied. On a save they take half the points applied (rounded down).

Burden of Truth:
As a bonus action, you brand a creature you can see within 30 feet of you with a sigil of radiant rot. For 1 minute, the creature is magically compelled to speak only the truth while within 30 feet of you.

The target is aware of the compulsion and may choose to remain silent. If the target speaks and knowingly tells a lie, it takes psychic damage equal to your paladin level + your charisma modifier (minimum 1).

Additionally, while branded, the creature cannot become invisible or hidden by illusion or transmutation magic. A branded creature emits a faint, flickering aura of radiant and decayed energy (See Dim Light).

The effect ends early if the creature is more than 30 feet away from you for an entire round or if you become incapacitated.

Level 7: Aura of Compromise

*7th-level Oath of Dual Radiance feature*

Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to radiant and necrotic damage while you are not incapacitated.

In addition, whenever a creature within this aura regains hit points from a spell or class feature, it also gains temporary hit points equal to your paladin level + Charisma modifier.

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

Level 15: Revelations of the Blighted Halo

*15th-level Oath of Dual Radiance feature*

Your body begins to resonate with radiant paradox. You gain the following benefits:

- You are immune to the blinded and charmed conditions.
- When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. When you do, you emit a 30-foot burst of rotting radiance. All hostile creatures in that area must make a Constitution saving throw, taking 4d10 radiant or necrotic damage (your choice) on a failed save, or half as much on a success.

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

Level 20: Avatar of Light and Rot

*20th-level Oath of Dual Radiance feature*

You become a living embodiment of paradox—divine and decayed. As an action, you can assume your Avatar form, which lasts for 1 minute. During this time, you gain the following benefits:

- Wings of radiant rot sprout from your back. You gain a flying speed of 60 feet.
- You emit a 30-foot aura of harmony and decay (See Bright Light). Allies that start their turn in the aura regain 10 hit points. Enemies that start their turn in the aura take 10 radiant or necrotic damage (your choice).
- You may use your Channel Divinity once per turn without expending it.

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

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