Base Class: Paladin
Paladins who take the Oath of the Sun/Moon embrace change and everything that comes with it. They draw their divine powers from either the sun or the moon, depending on the time of day. At night, Paladins of this Oath become skilled Infiltrators, capable of getting into the most guarded places. At day, they become fierce warriors, capable of striking down their foes with burning radiance.
Two sides of the same coin
Paladins of the Sun/Moon take a very special oath, that allows them to harness completely different powers at night than at day. At night, a paladin of this oath can harness features declared as lunar, and at day, they can harness features declared as solar, unless specified otherwise.
Oath spells - Solar
You gain oathspells at the paladin levels listed. You can use those spells only at daytime.
Oath Spells - Lunar
You gain oath spells at the paladin levels listed. You can only cast those spells at nighttime.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Solar: Holy radiance. As an action, you can present your holy symbol, causing it to emanate a bright light that extends for 20 feet in all directions. For 1 minute, you can choose any number of creatures within the radius of the light to take Radiant damage equal to your Charisma modifier. When a creature takes this damage, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the end of your next turn. On a successful save, the creature isn't blinded and automatically succeeds on any further saving throws caused by this feature.
You can end this effect on your turn as part of any other action.
- Lunar: Moon's Blessing. As an action, you can call upon the power of the moon to bless yourself and your allies within 30 feet. Each creature affected gains temporary hit points equal to your Paladin level + your Charisma modifier (minimum of 1). Additionally, for the duration of the effect, they have advantage on all Wisdom saving throws and are immune to being frightened. The blessing lasts for 1 minute or until the temporary hit points are depleted.
Solar: Aura of Radiance
Beginning at 7th level, you and friendly creatures within 10 feet of you gain resistance to radiant damage. Additionally, whenever you or a friendly creature within the aura deals radiant damage, you can add your Charisma modifier (with a minimum of 1) to the damage dealt.
At 18th level, the range of this aura increases to 30 feet, providing greater protection and amplifying the power of your radiant attacks.
Lunar: Aura of the Moon's Stealth
Beginning at 7th level, you and friendly creatures within 10 feet of you don't get disadvantage on stealth check as a result of wearing armor. Additionally, you and friendly creatures within 10 feet of you cannot be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
At 18th level, the range of this aura increases to 30 feet.
day/night cycle
Starting at 15th level, you have achieved great control over the day night cycle. As a bonus action, you can use one of the following features. You can only use the feature that corresponds to the time of day(solar at day, lunar at night).
- Solar: Cycle of the Moon: you can create a 10-foot sphere of non-magical darkness centered on yourself that lasts for 10 minutes and moves with you. While within this sphere of darkness, you gain access to your lunar features, but not your solar ones. You can end this feature at any time, returning to your solar features (no action required).
- Lunar: Cycle of the Sun: you can create a 10-foot sphere of bright light centered on yourself that lasts for 10 minutes and moves with you. While within this sphere of light, you gain access to your solar features, but not your lunar ones. You can end this feature at any time, returning to your lunar features (no action required).
You can use this feature a number of times equal to your Charisma modifier, regaining all spended uses when you finish a long rest.
Champion of Twilight
At 20th level, you have become a true champion of both the sun and the moon, as well as the balance between them. As an action, you can transform yourself into an avatar of twilight, wreathed in light and darkness at the same time.
While in this form, you gain the following benefits:
- You can use both your solar and lunar features, regardless of the time of day.
- Your movement speed increases by 30 feet and you gain a flying speed equal to your movement speed.
- you gain the benefits of the darkess spell centered on you, which doesn't require concentration
- you gain 120 feet truesight
- you can hide as a bonus action and you have advantage on stealth checks
- When you hit a creature with a weapon attack, they take an additional 1d8 radiant damage.
This transformation lasts for 1 minute, and you can end it early as a bonus action. Once you use this feature, you can't use it again until you complete a long rest.
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