Paladin
Base Class: Paladin

The Oath of the Risen Sun is sworn by the nameless warriors of an ancient order devoted to Lathander. Upon entering the Order, each member surrenders their former name and becomes a nameless ray—an instrument through which the Morninglord’s light enters places abandoned to darkness.

The Order’s dawnfire is not a gentle flame. It enters wounds, exposes corruption, and continues burning until the afflicted accepts healing, tends the wound, or is consumed by the judgment it refused.

“The dawn does not ask to be praised. It rises, and darkness flees.”

TENETS OF THE RISEN SUN

Rise Without Glory. Seek no title, monument, or praise. Let the Dawn be remembered, not its servant.

Stand Before the Helpless. Place yourself between darkness and those who cannot withstand it.

Offer Dawn Before Judgment. Show mercy when repentance remains possible.

Let the Night End. When evil refuses mercy and continues preying upon others, destroy it without hesitation.

Level 3: Oath of the Risen Sun Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Risen Sun Spells table, you thereafter always have the listed spells prepared.

Oath of Vengeance Spells
Paladin Level Spells
3 Guiding Bolt, Protection from Evil and Good
5 Continual Flame, Scorching Ray
9 Daylight, Spirit Guardians
13 Fire Shield, Wall of Fire
17 Dawn, Flame Strike

Level 3: Gift of First Light

Your initiation into the Order has altered your senses and taught you the language of the heavens. You gain the following benefits.

Eyes of Dawn. You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself.

Tongue of Heaven. You know Celestial. If you already know Celestial, you learn another language of your choice.

Level 3: Dawnfire Armament

When you take the Attack action, you can expend one use of your Channel Divinity to kindle one weapon you’re holding with pale-gold dawnfire. The weapon remains kindled for 10 minutes.

The effect ends early if you die, use this feature again, or the weapon remains more than 5 feet away from you for 1 minute or longer. You can also end the effect early at any time without taking an action.

While kindled, the weapon gains the following benefits:

The weapon emits Dim Light in a 5-foot Emanation.

Whenever the weapon deals damage, you can cause its damage to be Fire damage instead of its normal damage type.

You can use the weapon to inflict Dawn Wounds.

The light and fire created by this feature don’t count as sunlight.

Level 7: Judgments of Morning

When you roll the maximum value on your Dawn Wound Die, you can apply one of the following effects to the wounded creature.

Revealing Corona. Sacred light erupts from the wound. Each other enemy of your choice within 5 feet of the target takes Radiant damage equal to your Charisma modifier, and the target has the Blinded condition until the start of its next turn.

Rupture of Daybreak. The wound ruptures with concentrated divine power. The target takes Force damage equal to your Charisma modifier.

Arresting Dawn. Bands of brilliant light seize the target. The target takes Radiant damage equal to your Charisma modifier, and it can’t take Reactions until the start of its next turn.

Level 7: Aura of the Tempered Dawn

Your armor and weapons become vessels capable of enduring the sacred fire of the Order.

While you’re wearing armor or wielding a Shield and aren’t Incapacitated, you and your allies within your Aura of Protection have Resistance to Fire damage.

In addition, Fire damage dealt by your weapon attacks, Paladin features, and Oath Spells ignores Resistance to Fire damage. This benefit doesn’t allow the damage to ignore Immunity to Fire damage.

Level 15: Dawnfire Surge

When you activate Dawnfire Armament while wearing armor or wielding a Shield, you can cause your equipment to erupt with dawnfire in a 10-foot Emanation originating from you.

Each creature of your choice in the Emanation must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes Fire damage equal to one roll of your Dawn Wound Die and receives a Dawn Wound. On a successful save, it takes half as much damage and doesn’t receive a Dawn Wound.

Inflicting a Dawn Wound with this feature doesn’t expend one of the Dawn Wounds granted by that activation of Dawnfire Armament. If an affected creature already has a Dawn Wound, the wound’s duration restarts.

Level 15: Unquenchable Dawn

Your dawnfire swells whenever a creature attempts to endure it.

 

Whenever you roll the maximum value on your Dawn Wound Die, roll another Dawn Wound Die and add it to the same damage roll. If the additional die also rolls its maximum value, roll again.

You can add a maximum of three additional Dawn Wound Dice to a single damage roll with this feature.

Level 20: Incarnation of the Risen Sun

Your mastery of dawnfire has reached its perfect form. You gain the following benefits.

Whenever you roll your Dawn Wound Die, you can treat a roll of 1 as though you had rolled the maximum value on the die. A roll treated this way triggers your other subclass features as though you had rolled the maximum value.

Final Judgment. When damage from your Dawnfire Weapon or Dawn Wound destroys a Fiend or Undead, the creature can’t rejuvenate, reform, return to its home plane, or otherwise return to existence unless restored by a Wish spell or direct divine intervention. The soul of any other creature slain by this damage can’t be transformed into an Undead, though the creature can otherwise be returned to life normally.

Incarnation of the Risen Sun. As a Bonus Action, you can become an incarnation of the first sunrise for 1 minute. The transformation ends early if you have the Incapacitated condition.

For the duration, you gain the following benefits:

You emit Bright Light in a 30-foot Emanation and Dim Light for an additional 30 feet. The Bright Light is sunlight.

You gain a Fly Speed equal to your Speed and can hover.

One weapon you’re holding becomes a Dawnfire Weapon without expending Channel Divinity and remains kindled for the duration.

Once per turn, you can inflict a Dawn Wound without expending one of the uses granted by Dawnfire Armament.

Once you use Incarnation of the Risen Sun, you can’t use it again until you finish a Long Rest unless you expend a level 5 spell slot to restore its use.

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