Base Class: Paladin
Paladins who take the Oath of Light strive to become a beacon of hope in a world filled with darkness. Weilding the light as a source of divine power, they nurture their allies as they strike back against suffering and despair. They focus on wielding divine radiance, hope, and truth to combat darkness, undead, and despair, acting as beacons for allies with abilities to blind foes, reveal secrets, and smite with holy fire. (this subclass is taken from DnD wiki and the orginal creator is unknown)
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Torchbearer. As a bonus action, you present your holy symbol and cry out an evocation of your deity's might. Every hostile creature within 30 feet of you that can hear and/or see you must make a Wisdom saving throw. On a failure, for the next minute, any attack made against any creature that is not you is made at disadvantage. This effect ends early if you fall unconscious or die.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Radiant Shield. As an action, you present your holy symbol and say a prayer of protection. You ward a willing creature within 30 feet of you that you can see. For 1 minute, any creature that hits the warded creature with a melee attack takes your Charisma modifier in Radiant damage. You can not ward yourself in this way
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Light 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 |
Angelic Arms
Upon taking this oath at the 3rd level, you gain the ability to conjure a set of holy armor as a bonus action. This holy armor may take on any appearance of your choosing, but will always bear the symbol of your deity.
-While wearing this armor, your Armor Class is equal to 10 + your Charisma modifier + your Constitution modifier.
-Also, you can have your Angelic Arms consume any 1 set of magical armor. If it does, it gains any unique features the armor had. If you attempt to consume another set of armor, Angelic Arms will reject the previous one.
-Additionally, you may spend 1 hour performing a ritual to bind a weapon to yourself. So long as you and this weapon remain within the same plane of existence, you may summon this weapon as a bonus action, or with the same bonus action. You may bind up to 2 weapons in this way, or 1 weapon and 1 shield, and they can both be summoned within the same bonus action. Any weapon that you have bound to yourself is considered a magical weapon for the sake of bypassing resistance and immunity to nonmagical weapons. If you perform the ritual to bind a weapon to yourself, if you already have two weapons bound, you must choose 1 weapon to unbind from yourself.
Torchlight Aura
Starting at 7th level, you and friendly creatures within 10 feet of you are resistant to necrotic and cold damage and can see through magical darkness as if it were dim light while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Beholden to the Torch
Beginning at 15th level, your hit point maximum can not be reduced by any means. Additionally, upon taking a short rest, you regain points of Lay On Hands equal to 5 times your Charisma modifier.
Aspect of the Light
At 20th Level, you can take on the form of the Aspect of the Light. Holy white flames burst from your body and white light pours out from your eyes and mouth. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
If your divine armor and/or weapons are not currently equipped, they are conjured and equipped to you. Hostile creatures within 30 feet of you subtract your Charisma modifier from their attack rolls. You shed bright light in a 20 foot radius, and dim light for an additional 10 feet. Friendly creatures within 30 feet of you add your Charisma modifier to one attack roll every turn. Using Divine Smite will heal you 2d4, and an additional d4 for every spell slot above 1st level. Once this feature has been used it cannot be used again until you have finished a long rest
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