Paladin
Base Class: Paladin

A Sol Keeper vows to be the “Fire to the Weeds”,”The Scourge of Evil” and “The Bringers of Light”. They will go to any means to rid shadows a home to flourish and grow.

Channel Divinity

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

Sunburst: As an Action you can use your Channel Divinity to emanate an aura of light for 10 minutes within a 10 foot radius. creatures of your choice within this emanation have dark vision until the emanation ends.

Lens of the Sun: As a Bonus Action you can use your Channel Divinity to see the unseen. You gain the effects of See Invisibility for 1 minute.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Sol Keeper Spells
Paladin Level Spells

3rd

Burning Hands, Hellish Rebuke

5th

Heat Metal, Scorching Ray

9th

Daylight, Mass Healing Word

13th

Fire Shield, Wall of Fire

17th

Flame Strike, Immolation

Eidolon of the Sun

Starting at 7th level your devotion to the Great Fire has manifested itself into existence with a floating orb of light and heat about 1 foot in diameter that sheds bright light in a 15 feet radius and dim light for an additional 10 feet.

You can cast spells through your Eidolon, if it’s a concentration spell they hold concentration for you, but you must roll an adjusted concentration check (10+ Spell Level) each turn for it to keep concentration.

Your Eidolon has a speed of 60ft, but it must stay within 90ft of you. You and your Eidolon(s) share an initiative.

The Eidolon(s) will dissipate whenever you are knocked unconscious or if you dismiss it. It can be brought back afterwards with a 1 minute ritual

Your Eidolon gains new abilities at level 10, 15 and 18

 

Sol Warrior

The range of your Eidolon increases to 150ft

Starting at 15th level your Eidolon(s) become volatile. As a bonus action you can have your Eidolon(s) burst with light and attempt to blind creatures of your choice within 45ft of it. The chosen creatures must make a Constitution saving throw. If the creatures fail their save they are blinded for 1 minute. If successful they are blinded until the end of their next turn.

Additionally, whenever you make a successful attack with a melee weapon you can choose to deal an additional 2d8 Radiant or Fire damage for 1 minute. You can use this feature equal to your proficiency bonus per long rest

 

Sol Incarnate

At 20th level, you are imbued with the power of the Great Flame. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You emanate an aura of bright light in a 45-foot radius and dim light an additional 30 feet. Whenever a chosen creature enters the aura or starts its turn within the aura, the creature must succeed on a Constitution saving throw, if failed they take 10d12 Fire or Radiant damage and are blinded for 1 minute. If they succeeded they take half damage and are not blinded.

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

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