Paladin
Base Class: Paladin

The Oath of RadIance binds a Paladin to the acceptance of beauty, duty, light and rot. Paladins who swear to the Oath have a difficult path ahead as they struggle to protect others from evil, many believe these powers to be a curse. Shielded in what they love, these Paladins strive to find perfection in both the light and the dark.

Oath of 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 Radiance Spells table, you thereafter always have the listed spells prepared.

Oath of 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

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.

Aura of Compromise

*7th-level Oath of 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.

Revelations of the Blighted Halo

*15th-level Oath of 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.

Avatar of Light and Rot

*20th-level Oath of 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.

Channel Divinity

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

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Radiance Spells
Paladin Level Spells

3rd

protection from evil and good, inflict wounds

5th

lesser restoration, spiritual weapon

9th

beacon of hope, spirit guardian

13th

aura of life, blight

17th

flame strike, greater restoration

Aura of Compromise

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.

Revelations of the Blighted Halo

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.

Avatar of Light and Rot

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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