Base Class: Paladin
Paladins of Radiance are more like a force of nature, rather than an exemplar of religion. They simply are the light, a conduit for energy. Their laws concern themselves more with physics and logic, rather than human morality and emotion. Paladins of this order were often scientist and researchers caught in disastrous experiments, or perhaps they were even mere test subjects to overlords building weapons. Either voluntarily or involuntarily cut of from the system and now an observer or catalyst for it's inevitable downfall.
Change is Inevitable. Stability is an illusion, as entropy and complexity will always lead to change, so we must open peoples eyes. It is also irreversible, fighting it or going back is futile, we must accept the change or even help it along.
Cleanse which is Rotten. Be specific in the parts you destroy. Eliminating the weakest link or the corrupt few can often save the entire system. And if the system is decaying as a whole with no chance of recovery, burn it all, make sure it fails, so that others are not burdened by the corruption of the past.
Power has no Morality. Power, energy and magic are only as evil or good as their wielder. The light enriches and it burns away. You are merely the weapon, pure of all ethics. Do not punish those who are merely wielded, but free them from those who forced them into action.
Be the Light. Be a beacon for the change you want to bring about. Let your allies bask in the glory of your light and let it burn your enemies to a crisp. It is in the darkest of nights that light shines brightest.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Radiation Poisoning. As an action, you can start emitting dim light in a 30 foot radius, which lasts for a minute. Creatures of your choice that start their turn within this sphere or enter it on their turn must make a Constitution saving throw or become poisoned until the start of their next turn. Moreover, if they fail their save by 5 or more, they also take a level of exhaustion.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Moth to a Flame. As an action, you raise your weapon and emit a blue flash of light. Creatures of your choice that can see or hear you within 60 feet of you must make a Wisdom saving throw. Creatures immune to the charmed condition have advantage on this saving throw. If the creature fails its saving throw, it must use it's full movement to move towards you and has disadvantage on attack roles against any creature except for you until the end of your next turn. At the end of your current turn, creatures within 10 feet of you take an amount of d4s lightning damage equal to your proficiency modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Radiance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
blight (or sickening radiance if you own XGtE), wall of fire |
|
17th |
Aura of Radiation
Starting at 7th level, when you use your Divine Smite feature, other creatures of your choice within 10 feet also take 1d8 radiant damage as the radiation is just seeping out of you. Additionally, you are immune to the blinded and poisoned condition and allies within 10 feet who are subject to the blinded, diseased or poisoned are cured of those conditions when you use your Divine Smite feature.
At 11th level, the damage increases by 1d8 (for a total of 2d8) and once more at 18th level (3d8).
X-ray Vision
At 15th level, your x-ray vision can look through almost anything. As an action, you gain the ability to see through solid objects to a range of 15 feet. Within that range, you have truesight. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this feature, you can’t use it again until you finish a long rest or use a spell slot of 3rd level or higher.
I am Become Death
At 20th level, when you drop to 0 hit points, you can shed your mortal husk and become a being of pure energy.
Directly as you drop to 0 hp, creatures of your choice within a 30 feet of you take 2d10 + 20 radiant damage as your body explodes.
You then rise as a being of pure energy. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. Additionally, you gain resistance to fire, lightning and radiant damage and to bludgeoning, piercing and slashing damage from non-magical weapons.
During this minute, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points. After this minute ends your being of pure energy reverts to a badly burnt body, either alive, dead or unconscious.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments