Base Class: Paladin
Tenets of the Scorching Sun
Expose the Wicked
Darkness shelters corruption. Seek it out and drag it into the light.
Let None Escape Judgment
Once the guilty are marked, pursue them without mercy.
Burn Away Corruption
Evil left to fester spreads. Destroy it utterly so it cannot return.
Be the Dawn
Where despair and shadow rule, bring the light of justice.
Level 3: Oath Spells
Spell list
Paladin Level Spells
3 Hunter’s Mark, Searing Smite
5 Scorching Ray, Misty Step
9 Haste, Daylight
13 Banishment, Wall of Fire
17 Hold Monster, Flame Strike
Channel Divinity: Brand of the Scorching Sun
Brand of the Scorching Sun
As a bonus action, you present your holy symbol and mark a creature you can see within 30 feet with radiant fire.
For 1 minute, the creature is branded with divine sunlight. Your weapon attacks against the target deal extra radiant damage equal to your Charisma modifier (minimum 1). The creature cannot benefit from invisibility and sheds dim light in a 10-foot radius.
The first time each turn the target damages a creature other than you, it takes radiant damage equal to your proficiency bonus.
The effect ends early if the creature drops to 0 HP or you are incapacitated.
Channel Divinity: Solar Rebuke
As an action, you present your holy symbol and unleash a flash of searing sunlight.
Each hostile creature within 10 feet must make a Constitution saving throw.
Failure:
The creature takes 2d8 + your Charisma modifier radiant damage and is blinded until the start of your next turn.
Success:
The creature takes half damage and is not blinded.
Undead and fiends make this saving throw with disadvantage.
Radiant Execution
When you deal damage with Divine Smite, the target ignites with radiant light until the end of your next turn.
The creature sheds bright light in a 10-foot radius.
The next attack roll made against the creature before the effect ends has advantage.
You can apply this effect once per turn.
Aura of the Dawning Sun
You and friendly creatures within 10 feet of you gain resistance to fire damage.
In addition, when a creature within your aura deals damage to a fiend or undead, it can deal extra radiant damage equal to your Charisma modifier once per turn.
At 18th level, the aura range increases to 30 feet and changes its name to Aura of the Scorching Sun.
Blazing Pursuit
The light of the scorching sun carries you relentlessly toward your prey.
When you hit a creature marked by Brand of the Scorching Sun, you can immediately use your bonus action to teleport to an unoccupied space within 15 feet of that creature.
In addition, if a creature marked by your Brand moves more than 10 feet away from you, you can use your reaction to teleport to an unoccupied space within 5 feet of that creature.
You can use Blazing Pursuit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Avatar of the Scorching Sun
As an action, you can embody the wrath of the burning sun. For 1 minute, you gain the following benefits:
• You shed bright sunlight in a 30-foot radius and dim light for 30 feet beyond that.
• Your weapon attacks deal an additional 1d8 radiant damage.
• Enemies within the bright light cannot benefit from invisibility.
• When you hit a creature with Divine Smite, flames erupt from the target. Each hostile creature within 10 feet takes radiant damage equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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