Base Class: Paladin
Tenets of the Sun Bearer
The oldest versions of this oath survive as four commands. Different orders embellish their wording, but rarely their meaning.
Stand When Others Fall
Courage is not the absence of fear. Stand when fear gives you every reason to flee, and become the reason another finds the strength to stand beside you.
Bear What Others Cannot
Strength carries responsibility. Place yourself between danger and those unable to withstand it, but do not mistake needless suffering for virtue.
Give So Others May Rise
Victory purchased entirely for yourself is hollow. Spend your strength, wealth, influence, and courage so that others may have futures of their own.
Earn the Dawn
Tomorrow is never guaranteed. Leave the world more capable of surviving the next darkness than you found it.
Level 3: Channel Divinity
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. You use your Channel Divinity according to the rules provided by your paladin class.
Solar Judgment. As a bonus action, you present your holy symbol and mark one creature you can see within 30 feet of yourself with the light of the unconquered sun. For 1 minute, once on each of your turns when you hit the marked creature with an attack, you can deal extra radiant damage to it equal to your Charisma modifier (minimum of 1).
While marked, the creature sheds dim light in a 5-foot radius and gains no benefit from being invisible against you.
The effect ends early if you are incapacitated.
Bear the Burden. When another creature you can see within 30 feet of yourself takes damage, you can use your reaction and expend your Channel Divinity to interpose your divine will between that creature and harm.
Roll 2d10 and add your paladin level. Reduce the triggering damage by the total rolled, to a minimum of 0. You then take radiant damage equal to half the amount of damage actually prevented, rounded down.
The radiant damage you take from this feature can't be reduced or prevented in any way.
Level 3: Oath Spells
Oath Spells
The sacred burden you carry grants you magic associated with perseverance, sacrifice, protection, and the light of dawn.
You gain oath spells at the paladin levels shown in the Oath of the Sun-Bearer Spells table. Once you gain an oath spell, it is always prepared for you and doesn't count against the number of paladin spells you can prepare.
If one of these spells isn't normally a paladin spell, it nevertheless counts as a paladin spell for you.
Oath of the Sun-Bearer Spells
| Paladin Level | Spells |
|---|---|
| 3rd | guiding bolt, heroism |
| 5th | flaming sphere, warding bond |
| 9th | beacon of hope, daylight |
| 13th | fire shield, guardian of faith |
| 17th | dawn, flame strike |
|
|
Aura of the Sun-Bearer
Starting at 7th level, your resolve steels those who stand beside you. While you are conscious, you and friendly creatures within 10 feet of you have resistance to necrotic damage.
In addition, when another friendly creature within the aura takes damage, you can use your reaction to take an amount of that damage equal to your Charisma modifier (minimum of 1). The damage taken by that creature is reduced by the same amount. Damage you take in this way is of the same type as the triggering damage and can't be reduced or prevented in any way.
At 18th level, the range of this aura increases to 30 feet.
Unconquered
Beginning at 15th level, the divine flame you carry refuses to be extinguished while others still depend upon you.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do, you immediately gain temporary hit points equal to your paladin level + your Charisma modifier, and bright light shines from you in a 20-foot radius until the end of your next turn.
Until that light fades, you can't be frightened, and your movement doesn't provoke opportunity attacks.
Once you use this feature, you can't use it again until you finish a long rest.
Bearer of the Fifth Sun
At 20th level, you can assume the mantle of the Unconquered Dawn. As an action, you undergo a transformation that lasts for 1 minute. For the duration, you gain the following benefits:
Living Dawn. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This bright light is sunlight.
Unconquered Wings. You gain a flying speed of 40 feet.
Blazing Arms. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 2d8 radiant damage to that creature.
No One Falls Alone. The first time each friendly creature other than you within your bright light would be reduced to 0 hit points without being killed outright, that creature drops to 1 hit point instead.
Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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9/22/2026 12:50:02 AM
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3
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1
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5e, 5.5e
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Coming Soon
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