Base Class: Paladin
The Oath of the Sun Guard is not an easy path, many have fallen in the line of duty, many broken from long exposure to dark forces, and many more to come will face these same perils.
The Tenets of the Sun Guard
- Protect the Weary: Those who can no longer go on with their work must be cared for so that they can live to fight another day
- Smite the Darkness: Fiends and Undead alike will taste the steel will of the Sun Guard, and their wretched existence will be extinguished
- Seek the Light: All things light and good must be kept pure so that the Sun can shine all the brighter upon the darkness.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with radiant energy, using your Channel Divinity. For 1 minute, you add a number of d4 radiant damage die equal to your CHA modifier to attacks you make with that weapon. The weapon also emits bright light in a 25-foot radius and dim light 25 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
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.
Bulwark of Sunlight. As an action you present your holy symbol and cause a 30 ft. sphere of Sunlight to appear centered on your holy symbol for 1 minute. The sphere follows the holy symbol and stays centered on it. Hostile creatures must succeed on a CON saving throw with a dc equal to your spell saving throw dc in order to enter and at the beginning of each turn they are within the sphere. If they fail, they are forced to the closest space outside of the sphere and take a number of radiant damage equal to 2d6 + 1d6 equal to your CHA modifier.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this holy symbol, or if you fall unconscious, the effect ends.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sun Gaurd Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Daylight
Starting at 7th level, you and friendly creatures within 10 feet of you shed dim light for 20 feet and gain advantage on all saving throws.
At 18th level, the range of this aura increases to 30 feet.
Creatures effected by this aura can choose not to emit light at will without concentrating.
Protection of the Faithful
Beginning at 15th level, you are always under the effects of a shield of faith spell.
Sentinel of the Sun
At 20th level, as an action, you can emanate the holy protection of the Sun. For 1 minute, sunlight shines from you in a 50 ft. radius.
Whenever a hostile creature starts its turn within the sunlight, it must make a Constitution saving throw with a dc equal to your spell saving throw dc and with disadvantage. If it fails the saving throw, then it takes 3d12 radiant damage, is blinded, and is forced 10 feet. away from you. If it succeeds, then it takes half-damage and is forced 5 feet away from you. A creature that is blinded by this effect must continue to roll Constitution saving throws with disadvantage while they are in the sunlight until they succeed in order to overcome their blindness. A creature that leaves the sunlight while they are blinded no longer has disadvantage on the blindness saving throw while they are out side of the sunlight, and the blindness will wear off after an hour starting from the time that they left the sunlight. Creatures can roll this save as part of the Sunlight effect.
Whenever friendly creatures other than you start their turn in the sunlight, they gain 2d10 Hitpoints and are given the effects of bless and shield of faith. (A creature cannot gain Hitpoints past their maximum Hitpoints from this effect). All spell effects from Sentinel of the Sun end once the effect is over unless the spell was cast separately from Sentinel of the Sun, then the separate duration continues the effect until it is over.
In addition, for the duration, you and friendly creatures within the sunlight have resistance to all non-magical damage and you have resistance to radiant and necrotic damage. A creature immediately loses all benefits of Sentinel of the Sun if they leave the radius of sunlight.
Once you use this feature, you can not use it again until you finish a long rest.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Previous Versions
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6/21/2023 6:22:49 PM
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