Paladin
Base Class: Paladin

Using the Sundial, one of Osiris's echoes goes back in time and sees Saint-14 building the Burning Forge on Mars with the rest of the original Sunbreakers. According to the account, they 'hammer and solder' the sacred site with 'solar knuckles and sledges', whilst each take turns to leave their work and defend the others from the Vex with these same tools.

Liu Feng, a Sunbreaker, fought alongside Lord Shaxx during the Battle of Twilight Gap in the critical counterattack against the Fallen. Shaxx recounts this story during the Sunbreaker subclass mission in Destiny 2, citing that he was impressed by Liu's conviction despite her feelings that the City had abandoned her order.

At one point before his exile, Osiris brokered a contract between the Vanguard and the Sunbreakers, but Zavala found the terms unsatisfactory and objected to it, earning the Sunbreakers' resentment.

According to the Guardian's Ghost after searching through the Tower's records, mention of the Sunbreakers has been "effectively removed from the history of the City".

During the Taken War, a remorseful Zavala sent the Guardian to the Ishtar Academy on Venus in search of the Sunbreakers, hoping to recruit them to aid in the conflict against Oryx, the Taken King and his Taken. The Guardian discovered that a squad of Sunbreakers had fallen to the Vex. Following the trail to The Burning Shrine on Mercury, the Guardian was contacted by Empyreal Magistrate Ouros and shown how to activate the Shrine's forge to create the Hammer of Sol. Having rediscovered the subclass, the Guardian took up the mantle of a Sunbreaker while Zavala honored the lost order.

Sadly at the onset of the Red War, the Sunbreakers found themselves at the mercy of the Red Legion. They fought valiantly, but without their Light or resurrection abilities, the Sunbreakers were slaughtered by the Legion, putting an end to the once mighty Titan Order. Their legacy lives on through the Guardian.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Paladin Level Spells
3rd burning hands, hellish rebuke
5th pyrotechnics, continual flame
9th Flame arrows, [Tooltip Not Found]
13th Fire Shield, Wall of Fire
17th Flame Strike, Hallow

Channel Divinity

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

    Siegebreaker's Defense. As an action, you grant one ally within 30 ft the flaming guidance of the sun. For 1 minute, they may add your Charisma modifier to their AC, and when they are attacked, the attacker takes 1d4 divided by 2 (rounded down, minimum of 1) fire damage.

    Devastator's Might. As an action, you invoke the flaming fury of the sun. For 1 minute, you may add your Charisma modifier to your attacks, and if you land an attack, you add 1d4 + your Charisma modifier in fire damage to the weapon's damage.

Aura of the Sunbreaker

As a bonus action, you can begin to emanate a flaming aura. You gain the following benefits.

    Siegebreaker's Warmth. Any allies within 10 feet of you become resistant to fire damage and deal an extra 1d4 fire damage on their weapon attacks.

    Devestator's Fury. Any enemies that are within 10 feet of you on the start of their turn or move within 10 feet of you on their turn must make a Dexterity saving throw against your Spell Save DC. On a failed save, they take 1d6 fire damage, and have disadvantage on their next attack.

    Also, you emanate bright light for 5 feet around you and dim light for another 10 feet.

    This ends when you dismiss it early (no action requirement) or are incapacitated.

Hammer of Sol

You obtain complete mastery of your warhammer, attuning it to draw power directly from the sun.

You may spend atleast 3 hours bathing a nonmagical warhammer in your flaming aura and performing prayers, which can be done during a short rest. After this, you magically enchant one warhammer you currently hold.

While a warhammer is enchanted in this way, it gains the following benefits:

  • It counts as magical for the purposes of overcoming resistances.
  • It deals 1d6 extra fire damage on a hit.
  • It gains the thrown property with a range of 20/60 feet. Whether you hit or miss a thrown attack with it, the hammer disintegrates and reappears in your hand at the end of your turn, provided you still have an open hand to carry it with. If both hands are full when this occurs, the hammer simply reappears in your hand at the end of your next turn with an open hand.

This enchantment ends early if it is held by another creature or you hold it with two hands.

Fire-Forged

Fire flows through your soul as blood flows through your veins. While not incapacitated, you gain the following benefits.

Pheonix Hearth. You gain immunity to fire damage. Additionally, any fire damage you deal ignores resistances and treats immunities as resistances.

    Hallowfire Hearth. When you deal fire damage, whether through your own attacks or allies benefitting from your class features, you can use your reaction to cause flaming shards to splinter off of the attack, creating a 15-foot-cube explosion centered on wherever the damage takes place. Enemies inside the area must make a Dexterity saving throw, taking 4d8 fire damage on a failed save and half as much on a successful one. You can use this ability 3 times per long rest

Oath Of Sunbreakers Image

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