Paladin
Base Class: Paladin

The Oath of the Lightsworn drives those who swear it to better both themselves and the world around them. Such paladins often serve as symbols of goodness in the world. Their duty to better the world and be kind to others indicates that a path of goodness is what this oath calls for. However, some who swear this oath follow evil paths in an effort to keep a balance between the light and the dark. They believe that a balance must be kept between darkness and light, evil and good, for the world to be able to advance and become better.

TENETS OF THE LIGHT

A paladin who takes the Oath of the Lightsworn swears themself to the betterment of the world as a whole, with little regard for the boundaries of nationality, politics, or race.

Train Thyself. Keep both your body in mind in as perfect condition as you can. A sharp mind and strong body are among the greatest tools available.

Kindness First. Be kind to all. It will get you farther in life and solve more problems than hatred and rage.

Better the World. Help the world around you to grow and advance in good ways, and prevent changes that will be harmful to the masses.

Oath Spells

3rd-level Oath of the Lightsworn feature

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

Oath of the Lightsworn Spells
Paladin Level Spells

3rd

faerie fire, guiding bolt

5th

calm emotions, prayer of healing

9th

Melf's minute meteors, spirit guardians

13th

fire shield, guardian of faith

17th

mass cure wounds, teleportation circle

Channel Divinity

3rd-level Oath of the Lightsworn feature

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

Conversion. You can use your Channel Divinity to enrapture the mind of a foe and show them the evil of their ways. As an action, you present your holy symbol and light shines from it upon a humanoid within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as an ally and may fight alongside you, possibly even against its former allies, if it is capable. At the end of the duration, the charmed creature may make a Wisdom (Insight) check against your spell save DC. It realizes that it was charmed by you on a successful check.

Purify. As a bonus action, you can wreath one weapon that you’re holding with holy light using your Channel Divinity. For 1 minute, you deal extra radiant damage with that weapon equal to your Charisma modifier (minimum 1). This extra radiant damage is doubled when dealt to fiends or undead. The weapon also emits bright light in a 20-foot radius and dim light for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration. This effect ends early if you choose to end it (no action), you drop the weapon, or you fall unconscious.

Aura of Light

7th-level Oath of the Lightsworn feature

You emanate an aura that guards yourself and your allies with divine light while you aren’t incapacitated. You and any creature of your choice within 10 feet of you have resistance to radiant damage. 

Additionally, when an attack made by a creature within the aura that targets you or another creature of your choice within the aura misses, you may use your reaction to cause the attacker to take radiant damage equal to half your Paladin level rounded down.

At 18th level, the range of this aura increases to 30 feet.

Martyr

15th-level Oath of the Lightsworn feature

Your will to help others, no matter the cost, empowers you with the ability to save them from the brink of death by risking your own life. As a bonus action, you can choose a number of creatures within 60 ft of you up to your Charisma modifier. The chosen creatures cannot fall below 1 hit point until the end of your next turn. If a chosen creature is at 0 hit points, it regains 1 hit point when you use this feature. In addition, all attacks against you will have advantage and you will have disadvantage on all saving throws until the end of your next turn.

Once you use this bonus action, you can’t use it again until you finish a short or long rest.

Aurora Borealis

20th-level Oath of the Lightsworn feature

You are able to call upon the true power of light to soothe your friends and smite your foes. As an action, you fire 10 bolts of prismatic light straight up into the air, which change course and target any number of creatures within 60 feet of you that you can see. When struck, a creature either takes 10 radiant damage or regains 10 hit points (your choice).

Once you use this action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
7/3/2019 4:22:06 AM
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2/3/2020 3:22:12 AM
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