Paladin
Base Class: Paladin

Tenets of the Lightbringer:

Vigilance: Watch for danger, and try to prevent a dangerous situation before it begins.

Guardianship: Protect those you care about, as well as those who cannot protect themselves. Even if it means giving your life.

Light in the Darkness: Show everyone that even in the direst of situations, there is always a chance.

Courage: Stand tall against those who would harm the innocent, no matter the odds.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Lightbringer Spells

Paladin Level

Spells

3rd

Sanctuary, Divine Favor

5th

Moonbeam, Prayer of Healing

9th

Beacon of Hope, Spirit Guardians

13th

Divination, Guardian of Faith

17th

Dawn, Greater Restoration

Channel Divinity

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

  • Empower: You touch a friendly creature that is not incapacitated. That creature’s weapon attacks deal the maximum possible damage until the beginning of your next turn. You cannot use this feature on yourself.
  • Inspire: You touch a friendly creature that is not incapacitated. That creature has advantage on attack rolls until the beginning of your next turn. You cannot use this feature on yourself.

Aura of Light

Starting at 7th level, you and all friendly creatures within 10 feet of you are immune to the Blinded condition, and have advantage on Dexterity saving throws against effects they can see. At 18th level, The range of this aura increases to 30 feet.

Soothing Light

Starting at 15th level, whenever a friendly creature ends its turn within your Aura of Light, it regains 2d6 hit points.

Light Incarnate

At 20th level, your divine light becomes so intense that it shines indefinitely. As an action, you can create the following effects for 1 minute:

  • You emit bright light out to 60 feet.
  • All friendly creatures within the light have advantage on all saving throws.
  • Any hostile creature must succeed on a Constitution saving throw against your Spell Save DC or be Blinded whenever it starts its turn in the light. A creature that succeeds on this save is immune to this effect for 24 hours.

These effects end early if you die or are incapacitated.

 

Undead and evil creatures must succeed on a Wisdom saving throw against your Spell Save DC whenever they try to enter the light. Undead creatures make this save with disadvantage. On a success, they successfully enter the light. On a failure, they cannot enter the light and cannot attempt to do so again until the beginning of their next turn.

 

You can do this once per long rest.

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