Paladin
Base Class: Paladin

The soothing power of sunlight envelops all! Assistance to fellow man, the search for your own light, and much more awaits those who decide to step into the light. The sun can be harsh, cruel, merciful and wise, but most of all, it is essential. In life, we all search for our own sunlight, and to assist with that search, is to give other a slice of the divine. Step into noble shoes... AND PRAISE. THE SUN.

Oath of Sunlight
Tenants:

Bane of Darkness: The evil’s of the realm can only grow with time, so the people who fight it off make sure they don’t have time to grow. The Purpose of the Light is to protect the realms from evil at all cost.

Persistence: Your duty is only done with your final death, you shall persist beyond death, and persist for the goals of the one you serve long after their gone. For you will always come back.

Praise Brotherhood: We are all of the light, children of light who shall praise the sun and join in arms with no fail. You are together stronger as a flame burning forever than a small cinder against a cold desolate world. Praise the Sun.

Passing on a Legacy: I will lead those with smaller flames until they grow like a blazing beacon against the night. You are a sign of courage and a beacon of hope that spreads your believes and cause to the ones who are ready to fight with you. For they will outgrow and become the new fire that shall give inheritance to others.

Sunlight Spells

An Sunlight paladin gains the following Sunlight spells at the paladin levels listed.

Paladin Level Spells
3rd burning hands , searing smite
5th flame blade , flaming sphere
9th fireball , daylight
13th wall of fire , fire shield
17th Dawn, flame strike Note: Spells must be added manually

Channel Divinity

A Sunlight paladin of 3rd level or higher gains the following two Channel Divinity options.

Light of Judgment. As an action, the paladin targets one creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target is seared by sunlight, expending hit die equal to your paladin level and taking that much fire damage. If the creature is a fiend or undead, the damage is radiant, and the amount of dice is doubled (targets can expend only a maximum amount of hit die equal to however many they have. additional won't be rolled along with the damage). Creatures who are killed by this are burned in the light, their bodies crumbling to ash. 

Sunlight. As an action, the paladin channels the purifying power of the sun upon themselves, raising their hands to the sky in reverence. For the next minute, or until they fall unconscious, they radiate an intense light, creating bright light that reaches an amount of feet equal to 5x your paladin level, and dim light for the same amount, emanating from you. Creatures who are using a form of sight other than blindsight or tremorsense who look directly upon you count as blinded against you (such as for attacks). A creature who averts their eyes has disadvantage on attacks against you. You and friendly creatures within your light that do not have light sensitivity gain advantage on attack rolls. Creatures inside your light with light sensitivity have a -10 to hit on all attack rolls and dexterity saving throws.

Sun Aura

Starting at 7th level, the paladin emits warmth from their body constantly, keeping the area within their aura to a comfortable heat, even in colder climates (95 Fahrenheit (35 degrees Celsius). Within this area, the paladin and all creatures of the paladin's choice have resistance to cold and fire damage, as sudden shifts in temperatures are quickly leveled off.

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

Revealing Radiance

At 15th level, any time you would deal fire damage, you may choose to use your divine smite feature, adding the radiant damage to the effect. However, you choose to do so before attack rolls or save dice are rolled, instead of after. Any light you generate is considered sunlight, and is just as pure. It now also reveals invisible creatures, and ends the abilities of shapeshifters, such as shapechange or wild shape.  

Praise the Sun

At 20th level, the paladin can, as a bonus action while they can see sunlight, harness it's power into a powerful bolt of pure light. The bolt forms in a paladin's hand, is considered a martial weapon, and has the thrown property (120/600), and forms again in their hand whenever thrown. It's base damage is 6d8, in a mix of radiant or fire damage that you choose when summoning it, and uses your charisma modifier for attack and damage rolls. The bolt lasts 10 minutes, or for 10 successful hits, whichever comes first. If the source of your light has a finite radius, such as the Daylight spell, that radius is cut in half from it's maximum (things like actual suns are an example of something without a finite radius, in which case, nothing happens). if the bolt is thrown while you are immersed in direct sunlight, it gains a +3 to it's attack and damage rolls, it does not expend a charge, and it's duration is not expended. 

Lastly, your sunlight aura's abilities extend to protecting those around you from all environmental effects, even being in space, or walking upon the sun itself.  

 

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