Base Class: Paladin
Tenets of the Dawn
See Positivity. You try to see the good in people and try to know if they redeemable.
Know the Darkness. Seeing the good side of people is good you also must question whether they are shrouded in darkness and be cautious.
Squelch Darkness. Being able to see darkness you must take steps to either bring the person into the light or expel their life forever.
Be the Light. Make sure people around you know that you are there for them.
See through the Dark
When you take this oath at 3rd level you become better at seeing through the darkness in people. You gain the Light cantrip and proficiency in Insight checks.
Oath Spells
At 3rd level you gain additional spells.
Paladin Level
3rd Level- Guiding Bolt, Searing Smite
5th Level- Zone of Truth, Silence
9th Level- Daylight, Life Transference
13th Level- Divination, Aura of Purity
17th Level- Dawn, Circle of Power
Channel Divinity
Weapon of the Sun. After spending an hour in sunlight that day you can feel the radiance fill your body. As a bonus action you cause a bright glow to envelope your weapon making it deal an extra 1d6 radiant damage for 1 minute. This becomes a 1d8 at 7th level.
Word of the Sun- You are used to seeing darkness in people. As an action for 1 hour when you make an insight check you can add your charisma modifier to the roll(minimum of 1).
Aura of Radiance
At 7th level you gain a 10ft dim aura of light that you can turn off at will. When friendly creatures including yourself get healed within the aura light glows from their wounds and gain extra healing equal to your charisma bonus plus your proficiency bonus. This aura becomes 30ft at 18th level.
Radiant Warmth
When you gain this feature at 15th level you can cast Daylight without expending a spell slot. When the spell is cast using this feature any creatures you choose gain temporary hit points equal to 3 times your charisma bonus.
Radiant soul
At 20th level you are able to feel the warmth of the sun in your soul. As an action you blast out a giant beam of light shooting straight up.
For 1 minute or until you take a bonus action to dispel the beam
As a bonus action you can cause a bolt of light to hit a creature and heal them for 2d8 plus your charisma modifier. If they are within your Aura it gains the benefit from the proficiency bonus but the charisma modifier can not stack.
As a bonus action you can cause a bolt of light to hit an enemy creature that must make a dexterity saving throw or take 3d8 plus your charisma modifier radiant damage or half as much on a successful one.
It also emits bright light for 100ft and dim light for another 100ft.
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