Paladin
Base Class: Paladin

The Oath of Sunlight binds paladins to the ideals of showing kindness, comradely, and compassion.The Oath values true neutrality, as its paladins, also called Golden knights or Warriors of Sunlight, strive to aid fellow adventures or . They adorn their red and gold weapons and armor with sunlight, symbolizing comradely. They believe that if no one will help other's then they must join the fight. one adventures can do many things but a whole group can strive to protect the realm in tell there bones have turned to ash as no evil can escape the justice of the Sun

The exact Tenets vary from Paladin to Paladin, but they all revolve around comradely and keeping the peace.

Jolly comradely. Seek out fellow adventures who need aid in combat and never leave a man behind

Helping hand. Followers of the Sun must be active in aiding others in combat or with other duty's. As you are the light that guides others you should leave by example, but if it is to help the greater good it shall be done

The next light. There never hurts to have more, training and creating holy sites are a important duty, though it is given to people with the title of Sun Bearer 

There is always light. No matter how hopeless it may be you must become the light to shine to give hope and a feeling of safety. even if you are last one you must hold your ground.

 

Oath Spells

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

Oath of Sunlight Spells
Paladin Level Spells

3rd

Burning Hands, Shield

5th

Aganazzar’s Scorcher, Flaming Sphere

9th

Fireball, Melf's Minute Meteors

13th

Fire shield, Wall of fire

17th

Conjure Elemental, Immolation*

Channel Divinity

Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.

The extra damage increases to 2d8 at 9th level and 3d8 at 17th level.

Fan the flames. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of the unholy. All terrain within a 30 foot radius of you becomes difficult terrain and as hot as a roaring flame as the area becomes super-heated. A creature starting or ending its turn in this 30 foot area takes 1d10 fire damage. When a creature first enters the area they take 1d10 fire damage and must make a constitution saving throw or be forced to move out of the area due to the high temperatures.This Aura Lasts for 1 minute.

The extra damage increases to 2d8 at 9th level and 2d10 at 17th level.

 

Radiant Flame

-Before the attack is made you can choose to change The Fire damage or Radiant damage to the other one. This feature can be used equal to your Charisma modifier(Minimum of 1) 

Kindle Knight's Blessing

Starting at 7th level, your divine power aids your companions to strike down their enemies. You can use the help action as a bonus action on any ally within 10 feet of you. If this ally then hits on the attack that you are helping them with, they do additional Radiant or Fire damage on the attack equal to your Charisma modifier.

At 18th level, the radius of this effect increases to 30 ft. Additionally, if a friendly creature hits on an attack with which it had advantage due to your Kindle Knight's Blessing, you can use your reaction to Send A streak of Light against the same target, dealing 4d8 Fire or Radiant damage on a hit. (1d20+Prof+Charisma Mod) to Hit.

 

Golden Light

Starting at 15th level,  you gain resistance to fire and radiant damage. You also can take a long rest basking in the Sun and you can take a short rest in 1 hours and a long rest in 2 hours, as long as you are in contact with the sun. If you have exhaustion it will take you 4 hours to get rid of one. If your access to sunlight is  blocked by clouds a small whole will appear to still shed light. But if something else prevents you from sunlight you are awaken. 

Sunlight Champion

At 20th level, you learn to channel the might of the sun. Your body begins to glow a bright light and Golden Astral figure appears behind you, they match your appearance as it is you from the future hear to aid you in combat. It takes you 1 minute to transform and this last for half and hour

-An aura appears with a range of 30 feet with you as the center, it will follow you as you move and goes through walls. This aura is bright and extremely hot as it sheds bright light up to 100 feet, dim light for 50 feet. Creatures of your choice enter the first 10 feet of entering this aura they must make a DC 14 Constitution check or be blinded for 1 turn they can choose to not look at you. creature of your choice ends their turn or moves for the first time within 5 feet of you, they must make a DC 15+ Charisma modifier or take 6d8 fire and 6d8 Radiant  damage and half on a success. If the creature is evil alignment they have disadvantage on all checks

-The astral figure allows you to take two turns. You will roll separately for each turn. You also get two reactions

-All allies or creatures of your choice gain resistance to fire damage and if they were to be healed they would take the maximum the roll can offer. Your lay on hands feature does not count but it's range is know 30 feet.

 

Oath Of Sunlight Image

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