Base Class: Paladin
Paladins who take the Oath of Light are beacons of hope and defenders against darkness. They swear to uphold the virtues of radiance, compassion, vigilance, and purity, using their divine power to illuminate the world and banish shadows. These paladins are often found on the front lines of battles against undead, fiends, and other creatures of darkness, their very presence bringing comfort to allies and terror to enemies.
Oath of Light Tenets
Radiance. Paladins of the Oath of Light believe in spreading the light of truth and justice wherever they go. They strive to be paragons of virtue and shining examples of what it means to be a force for good in the world.
Compassion. These paladins are known for their mercy and kindness. They aid those in need, heal the wounded, and provide solace to the suffering. Even in battle, they show mercy to their foes, believing that redemption is always possible.
Vigilance. Ever watchful, paladins of the Oath of Light stand guard against the encroaching darkness. They are vigilant protectors, ready to confront evil at a moment's notice and prevent it from spreading.
Purity. Upholding the sanctity of life, these paladins resist the temptations of evil and strive to maintain purity in their actions and thoughts. They cleanse corruption wherever they find it, ensuring that the light remains untainted.
Expanded Spell List
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Bless, Guiding Bolt |
| 5th | Lesser Restoration, Moonbeam |
| 9th | Daylight, Beacon of Hope |
| 13th | Guardian of Faith, Aura of Life |
| 17th | Flame Strike, Mass Cure Wounds |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Radiant Strike: You can use your Channel Divinity to enhance your weapon with radiant energy. As an action, you imbue one weapon that you are holding with radiant light. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light for an additional 20 feet. If the weapon is not already magical, it becomes magical for the duration.
Blinding Light: You can use your Channel Divinity to blind your foes. As an action, you can present your holy symbol, and any number of creatures of your choice within 30 feet of you must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute. A blinded creature can make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Aura of Radiance
Starting at 7th level, you shed bright light within a 10 ft. radius. The light is sunlight. When a hostile creature attacks a friendly creature in the radius, you can use your reaction to make that creature take radiant damage equal to your paladin level. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses on a long rest.
At 18th level, the range of this aura increases to 20 ft.
Cleansing Touch
Beginning at 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain expended uses when you finish a long rest.
Lightbringer
At 20th level, you can assume the form of a being of pure radiance. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You have advantage on saving throws against spells and other magical effects.
- When you hit a creature with a melee weapon attack, the creature takes an additional 4d8 radiant damage.
- You and friendly creatures within 30 feet of you regain hit points equal to your Charisma modifier (minimum of 1) at the start of each of your turns.
Once you use this feature, you can't use it again until you finish a long rest.
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