Paladin
Base Class: Paladin

TENETS OF THE SUN

The tenets of the Oath of The Sun have spurred grossly incandescent champions to action since the stars first lit the night sky. This oath emphasizes the importance of light, warmth, and burning away rot so new life may grow.

The Sun Rises. You are the star by which common folks are guided, your fire warms the hearts of others to the point of ignition, by your example others also kindle themselves.

The Sun Burns. No matter which shadows the forces of evil hide within, by the holy light of the stars you must burn them out.

The Sun Sets. In inaction a stellar champion fades away,  all stars must one day burn out, may your sun set for a greater dawn.

Oath Spells

3rd-level Oath of The Sun feature

You gain oath spells at the paladin levels listed in the Oath of The Sun table. See the Sacred Oath class feature for how oath spells work.

Oath of The Sun Spells
PALADIN LEVEL SPELLS
3rd faerie fire, guiding bolt
5th flaming sphere, scorching ray
9th daylight, spirit guardians
13th fire shield, wall of fire
17th immolation, flame strike

Channel Divinity

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

3rd-level Oath of The Sun feature

Starting at 3rd level you gain the following Channel Divinity options:

Starblade. As a bonus action, you can choose a number of creatures you can see within 30 ft of you up to your charisma modifier. For 1 minute, these weapons become wreathed in sunfire and deal an additional 1d8 fire damage. Once per turn, if you use your Divine Smite, the target must make a DC 15 Constitution saving throw or be blinded until the start of your next turn. The fire provides bright light in a 20-foot radius and dim light for an additional 20 feet.

Super Nova. As an action, you can release a holy conflagration that rivals the detonation of dying stars in a sphere of 20 feet centered on you. Releasing this burst of sunfire does 3d8 fire damage and 3d8 radiant damage. On a successful DC 15 Dexterity saving throw creatures take half damage instead. Flammable objects that aren’t being worn or carried start burning if touched by the fire.

Aura of the Stellar Sentinel

7th-level Oath of The Sun feature

Beginning at 7th level you exude an aura with a 10-foot radius. While in this aura, allied creatures can't be blinded, are immune to the darkness spell, and hostile creatures in this aura cannot be invisible.

At 18th level the aura's range increases to 30 feet.

Conflagration of Vengeance

15th-level Oath of The Sun feature

You’ve learned how to punish anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you is forced to make an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier fire damage to the creature that forced the saving throw.

Starborn Champion

20th-level Oath of The Sun feature

At 20th level, you can use your action to assume the form of a celestial champion. For 1 minute, you gain the following effects:

• You gain resistance to fire and radiant damage.

• You can use your Divine Smite feature once per turn without expending a spell slot. Using this ability acts an if you used a 1st level spell slot for your Divine Smite.

• You manifest burning wings and gain a magical flying speed equal to your speed.

• You regain 10 hit points if your start your turn in bright light, or 5 hit points in dim light.

Once you use this ability, you cannot use it again until you finish a long rest.

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