Base Class: Paladin
Often devotees of a god of light, paladins of this oath, through their faith, become direct manifestations of their deity's radiance. Their ideals are to reflect that glow in their word and deed, and the divine power bestowed upon them gradually makes this light more literal and dazzling. While more commonly known for being gentle and gregarious among the faithful and those who aid them, paladins of this oath can also tend towards being harsh and uncompromising, their presence casting the darkness they strive against into sharp relief, even around allies. Being among the most radiant examples of goodness, when a paladin of this oath has found their way and committed to it, their light becomes so brilliant few can approach them. Star imagery and metaphors feature heavily in their texts, and many of them will also have star decorations on their armor and clothing.
TENETS OF THE SHINING CHAMPION
Though the exact words and strictures of the Oath of the Shining Champion vary, paladins of this oath share these tenets.
Honesty. Purity in word and truth, that your light may be clear and undimmed.
Bravery. That your deity's power may shine bright and not be hidden.
Encouragement. To be a wholesome lodestar that aids in the growth of others.
Illumination. To seek out your deity's wisdom and to bring to light falsehood.
Hope. To trust in your deity's providence and protection, and to not bend to the darkness of the world.
Enchanted Light
Also at 3rd level, the bright power invested in you allows you to manifest minor paranormal phenomena. You gain two cantrips from the Cleric spell list.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Avenging Light. As an action, you can imbue one weapon that you are holding with a daunting radiance, using your Channel Divinity. For 1 minute, the weapon emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. Enemy creatures in the bright light cannot take the Dash, Disengage, or Dodge actions, and if a creature in the bright light makes an attack that doesn't include you as a target, you can use a reaction to deal Radiant damage to it equal to your Charisma modifier.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Illuminate the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is vulnerable to Radiant damage for 1 minute or until it takes Radiant damage, and it emits dim light for 5 feet around it and has disadvantage on checks made to Hide.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Shining Champion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Blinding Might
Starting at 7th level, the divine light emanating from you intensifies, and your mere presence can cause some foes to wither and recoil. Enemy fiends and undead within 10 feet of you take Strength modifier extra Radiant damage when they take Radiant damage from any source besides this feature while you are conscious. Bright light from your Paladin features also counts as both magical and natural sunlight.
At 18th level, the range of this aura increases to 30 feet.
Armor of the Sun
Beginning at 15th level, the purity and strength of your faith manifests as a translucent veil around you, fortifying you and deterring attackers. Whenever you finish a long or short rest, you gain temporary hit points equal to your Charisma modifier+paladin level. While you have these temporary hit points, if a creature hits you with a melee attack, it takes Radiant damage equal to your Charisma modifier.
Strident Shine
At 20th level, as an action, you can draw on the full power of your oath and radiate an aura of brilliant sunlight. 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 2 radiant damage for each attack an enemy of yours made in the bright light that round that didn't include you as a target.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
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