Base Class: Paladin
Paladins who take the Oath of Summer embody the warmth and brilliance of the sun, bringing hope, joy, and freedom wherever they go. Known as Sun Heralds, they wander the world to uplift spirits, banish darkness, and inspire others to embrace the light. Guided by the endless days of summer, they fight not only to destroy evil but to spread warmth and life, shining as beacons of courage and radiant light.
TENETS OF SUMMER
The tenets of the Oath of Summer encourage its paladins to be a beacon of hope, joy and radiant light for all who may need it, like the sun itself.
Rekindle the Flame. Never let the flames of the radiant sun and all it represents fade into embers.
Share its Warmth. Let all who need joy and hope feel the warmth of summer.
Banish the Darkness. Let no evil hide from the sun's radiance.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Solar Flare. As an action, you can use your Channel Divinity to release a searing burst of radiant fire. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes fire or radiant damage (your choice) equal to 2d10 + half your paladin level rounded up. On a successful save, a creature takes half damage. A creature in darkness has disadvantage on its saving throw against this effect.
Sunlit Restoration. As an action, you can use your Channel Divinity to channel the healing warmth of the sun's rays. Choose up to three creatures you can see within 30 feet of yourself (you can choose yourself). Each target regains a number of missing hit points equal to 2d10 + your Charisma modifier. Any excess healing becomes temporary hit points.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Summer Spells table.
Oath of Summer Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Sun
At 7th level, you emanate an aura of radiant light and warmth. The aura extends 10 feet from you and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is sunlight. You can turn this light on or off at will (no action required). When an ally within the bright light of your aura is hit by a melee attack, you can use your reaction to force the attacker to make a Constitution saving throw. On a failed save, it is blinded until the start of its next turn.
At 18th level, the range of this aura increases to 30 feet.
Sun's Chosen
At 15th level, you've developed a resilience to heat and radiance. You have resistance to fire and radiant damage, and cannot be blinded.
Herald of Summer
At 20th level, you can transform into an embodiment of summer. As a bonus action, you can undergo a transformation for up to 1 minute, or until you are incapacitated. For the duration, you gain the following benefits:
- You gain a flying speed equal to your walking speed, and can hover.
- You are immune to fire damage and radiant damage.
- Any area of darkness that the light of your Aura of the Sun feature touches is dispelled.
- When you use Divine Smite, you can add your Charisma modifier to the total radiant damage dealt.
Once you've used this feature, you must finish a long rest before you can do so again.
Previous Versions
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