Base Class: Paladin
There are two different Codes associated with the Sunbreakers, which are the Code of the Siegebreaker and Code of the Devastator. Your tenets depend on your specific Code.
Code of the Siegebreaker
Hope. You inspire bravery in your allies by placing yourself between them and harm.
Bravery. Your bravery knows no bounds, stopping the incoming siege no matter the cost, inspiring sacrifice in yourself.
Sacrifice. Whether it's selflessly taking a blow for an ally or laying down your life for the greater good, sacrifice is penultimately the end of almost every Sunbreaker.
Code of the Devastator
Glory. You fight for the valor of victory, leaping into battle like a horse to hay.
Courage. You heroically dive headfirst into enemy hordes, surrounding yourself with targets and letting your warhammer do the job for you.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Siegebreaker's Defense. As an action, you grant one ally within 30 ft the flaming guidance of the sun. For 1 minute, they may add your Charisma modifier to their AC, and when they are attacked, the attacker takes 1d4 divided by 2 (rounded down, minimum of 1) fire damage.
Devastator's Might. As an action, you invoke the flaming fury of the sun. For 1 minute, you may add your Charisma modifier to your attacks, and if you land an attack, you add 1d4 + your Charisma modifier in fire damage to the weapon's damage.
Aura of the Sunbreaker
As a bonus action, you can begin to emanate a flaming aura. You gain the following benefits.
Siegebreaker's Warmth. Any allies within 10 feet of you become resistant to fire damage and deal an extra 1d4 fire damage on their weapon attacks.
Devestator's Fury. Any enemies that are within 10 feet of you on the start of their turn or move within 10 feet of you on their turn must make a Dexterity saving throw against your Spell Save DC. On a failed save, they take 1d6 fire damage, and have disadvantage on their next attack.
Also, you emanate bright light for 5 feet around you and dim light for another 10 feet.
This ends when you dismiss it early (no action requirement) or are incapacitated.
Hammer of Sol
You obtain complete mastery of your warhammer, attuning it to draw power directly from the sun.
You may spend atleast 3 hours bathing a nonmagical warhammer in your flaming aura and performing prayers, which can be done during a short rest. After this, you magically enchant one warhammer you currently hold.
While a warhammer is enchanted in this way, it gains the following benefits:
- It counts as magical for the purposes of overcoming resistances.
- It deals 1d6 extra fire damage on a hit.
- It gains the thrown property with a range of 20/60 feet. Whether you hit or miss a thrown attack with it, the hammer disintegrates and reappears in your hand at the end of your turn, provided you still have an open hand to carry it with. If both hands are full when this occurs, the hammer simply reappears in your hand at the end of your next turn with an open hand.
This enchantment ends early if it is held by another creature or you hold it with two hands.
Fire-Forged
Fire flows through your soul as blood flows through your veins. While not incapacitated, you gain the following benefits.
Pheonix Hearth. You gain immunity to fire damage. Additionally, any fire damage you deal ignores resistances and treats immunities as resistances.
Hallowfire Hearth. When you deal fire damage, whether through your own attacks or allies benefitting from your class features, you can use your reaction to cause flaming shards to splinter off of the attack, creating a 15-foot-cube explosion centered on wherever the damage takes place. Enemies inside the area must make a Dexterity saving throw, taking 4d8 fire damage on a failed save and half as much on a successful one. You can use this ability 3 times per long rest.
Oath Spells
You gain Oath spells at the Paladin level listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Burning Hands, Hellish Rebuke |
| 5th | Pyrotechnics, Continual Flame |
| 9th | Flame Arrows, Protection from Energy |
| 13th | Fire Shield, Wall of Fire |
| 17th | Flame Strike, Hallow |
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