Paladin
Base Class: Paladin

Those who take the Oath of the First Light for themselves have the belief that their own souls carry the necessary light to end the darkness of the world, and seek to bring that light to all those around them. In the same way that popular belief says that the darkest hour is the one just before dawn, the first light of dawn is, for those who follow this oath, the strongest of all.

TENETS OF THE OATH
Stay vigilant. Observe everything around you and try to prevent the small pockets of darkness that persist in haunting human souls.
Be the guiding Light.
Faced with the darkness, always be the one who will go ahead, illuminating everyone's path.
Fight those who disown the First Light. 
The purifying Light is the only answer to the children of the Night and to those who deny the power and strength of the greatest Light of all lights.
To the lost, be a beacon.
The world is large and you will not be accessible to everyone, but your Light will be seen over long distances and will indicate to the lost a safe path.

Oath Spells

 You receive the Oath spells listed according to the Paladin levels achieved.

Paladin level

Spells

3º

Faerie Fire, Guiding Bolt

5º

Jim’s Glowing Coin, See Invisibility

9º

Blinding Smite, Daylight

13º

Guardian of Faith, Divination

17º

Dawn, Wall of Light

Inner Brightness

By choosing this Oath at the 3rd level, you learn to cantrip Light.

Channel Divinity

When you choose this Oath at the 3rd level, you are given two options to use your Channel Divinity.

Blinding Light. You can use your Channel Divinity to prevent your opponents from seeing. As an action, your body glows like the first morning light appearing from behind the mountains, affecting a number of enemies equal to your Charisma modifier within an area of 30 feet. Each target affected by this ability must pass a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or will be blinded until the end of their next turn.

Solar Strike. As a bonus action you are able to channel your own soul's light and make it burn your enemies more intensely. For the duration of 1 minute, once per round, when you hit a weapon attack, you are able to replace the value of a rolled damage die for your proficiency bonus. If you do, the damage is considered to be radiant.

 

Aura of Dawn

Starting at 7th level, you emanate an aura while you are not incapacitated. You and all creatures of your choice that are within 10 feet of you are immune to the Blind condition and gain resistance against radiant damage.

At 18th level the aura affects an area of 30 feet around the Paladin.

Solar Flare

Upon reaching 15th level, you can emit bursts of radiant energy that can burn and disturb your enemies. Whenever you are hit by a melee attack, you can use your reaction to emit a strong light, dealing 2d4 radiant damage to your attacker. In addition, it must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier + damage caused by this feature) or will have a disadvantage on its next attack until the end of their next turn.

Champion of the Sun

At the 20th level, as an action, you are able to channel a fraction of the energy emitted by the Sun, becoming a physical manifestation of all its power. You receive the following benefits for 1 minute:

  • You become immune to Radiant damage and gain resistance against Necrotic damage.
  • You emit a clear and comforting light as if you were under the influence of the Daylight spell
  • You can attack with melee weapons from up to 30 feet. A shape similar to you, but made of pure light, appears adjacent to the target and makes the attack. Any damage done in this way is considered to be radiant.
  • Like sunlight, you are present everywhere. You can use your bonus action to teleport anywhere you can see within 30 feet of you.

After using this feature, you can only use it again after a long rest.

Oath Of The First Light Image

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