Paladin
Base Class: Paladin

The Oath of light is a cosplay subclass for Illari from Overwatch II. The subclass is intended to allow the player to play a character that invokes the idea of Illari. The Oath of Light uses their special Solar Focus. They use their Solar Focus to attack and heal from range.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Healing Pylon. As an action you summon a Healing Pylon to a point within 30 feet. The Pylon creates an aura in a 30-foot radius around that point. The Pylon persists for 1 minute. At the start of your turn choose one creature within the Pylon's aura, the target regains a number of hit points equal to paladin level.

Captive Sun. Each creature in a 15-foot-radius sphere centered on that point within 90 feet must make a Charisma saving throw versus your spell save DC. On a failed save, targets take 2d8 radiant damage, the target is then marked until the end of your next turn. When a marked target takes damage add 1d8 radiant damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Light Spells
Paladin Level Spells

3rd

Light, Bless, Healing Word

5th

Aid, Branding Smite

9th

Daylight, Fireball

13th

Death Ward, Wall of Fire

17th

Flame Strike, Mass Cure Wounds

Sun Focus

Armed with a large two-handed arcane focus, you learn to use your paladin magics from a range. You gain a custom weapon called the Sun Focus. The Sun Focus has the Heavy, Two-Handed, Range, and Special Properties.

As an action on your turn, you can target a creature within 30 feet and shoot. Make a Ranged weapon attack roll against the target. You are proficient with the attack, and on a hit, the attack deals Radiant damage equal to 1d8 + your Charisma modifier.

As an action on your turn, you can make a Melee weapon attack roll against the target. You are proficient with the attack, and on a hit, the attack deals Bludgeoning damage equal to 1d10 + your Strength modifier.

Special. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use the weapon as a spellcasting focus for your paladin spells. The ranged attack counts as a melee weapon attack for the purposes of smite spells, the divine smite, and improved divine smite class features. You can use your Charisma modifier, instead of Dexterity, for the ranged weapon attack, and damage roll. Your lay on hands can now be used at a range of 15 feet.

Aura of Outburst

Starting at 7th level, you and friendly creatures within 10 feet of you can disengage as a bonus action.

At 18th level, the range of this aura increases to 30 feet.

Radiant Outburst

When you use the dash action you deal damage equal to twice your charisma modifier (minimum 2) to each creature of your choice within 5 feet.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Inti Sun Warrior

You can empower yourself with the power of the sun. As a bonus action, you gain the following benefits for 1 minute:

  • You shed daylight for 20 feet and sheds dim light for an additional 20 feet.
  • Once on each of your turns when you hit with a weapon attack you deal an extra 1d8 radiant damage.
  • You gain a fly speed equal to your speed.

Once you use this feature, you can’t use it again until you finish a long rest.

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