Paladin
Base Class: Paladin

The Oath of The Sun is a commitment to bring light to darkness, to burn away that which would hide in the shadows. Paladins of The Sun -- Sun Knights -- Often venture to the most wretched corners of the world, so that they may act as a beacon of hope within a crucible of hopelessness and despair.

The tenets of The Sun are as follows:

  • Rise. The Sun has risen each day time immemorial, and so must I. Every day people are in need of my help, and I must be ready to rise for them
  • Blaze. The Sun is a source of life, but also dangerous. I must remember this, as I must be as well. I shall aid others and protect the weak, but also remember to strike down those whom fear the Sun's light.
  • Set. The Sun must set, allowing the world to rest. I must remember that even those whom shy away from the Sun's glory, can be redeemed in time. If I believe an opponent can be redeemed, then it is my duty to do so.

Oath of the Sun Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Sun Spells table, you thereafter always have the listed spells prepared.

Oath of the Sun Spells
Paladin Level Spells
3 Burning Hands, Guiding Bolt
5 Flaming Sphere, Scorching Ray
9 Daylight, Fireball
13 Sickening Radiance, Wall of Fire
17 Dawn, Jallarzi's Storm of Radiance

Dawnbringer

Also at 3rd level, you have been gifted with the glorious light of the sun wherever you go. You learn the light cantrip, and it is thereafter always prepared.

Additionally, as a bonus action, you may make any light source you can see into pure sunlight for 1 hour. You may convert light sources this way a number of times equal to your Proficiency bonus per long rest.

Channel Divinity

3rd-level Oath of the Sun feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Morning Sun. As a bonus action, you can use your Channel Divinity to absorb the restorative powers of the sun. You restore hit points equal to five times your Paladin level. Any hit points in excess of your maximum hit point total become temporary hit points.

Solar Flare. As an action, you can use your Channel Divinity to release a powerful blast of sunlight. Each creature in a 20-foot-radius sphere centered on you must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failure, and half on a success. Creatures that failed their save are also lit on fire. A creature that is on fire takes 1d10 fire damage at the start of each of their turns unless they or another creature take an action to douse the flames.

Blazing Aura

Starting at 7th level, you emanate an aura of cleansing flame that burns the unholy to ashes. Whenever a creature enters your aura for the first time in a turn, or begins their turn in your aura, you may have them take your choice of fire or radiant damage equal to your Charisma modifier plus your Proficiency bonus.

Much like the light of the sun itself, the flames that lick outward from you shine a light on the hidden, and false. If an affected creature is disguising itself with illusion such as invisibility, it takes twice the damage and the illusion is dispelled until it leaves the aura. Similarly, a creature that is a shapechanger takes twice the damage and reverts to its original form and can’t assume a different form until it leaves the aura. 

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Hammer of Dawn

By 15th level, you bring down the merciless power of the sun with every one of your strikes. Whenever you hit a creature with a melee weapon attack, they are ignited with holy fire. A creature that is on fire takes 1d10 fire damage at the start of each of their turns unless they or another creature take an action to douse the flames.

Creatures on fire this way shed 10 feet of bright sunlight and 10 addition feet of dim sunlight. Additionally, if a creature begins their turn and they are on fire from one of your features, they must make a Constitution saving throw against your Paladin spell casting DC or be blinded until the start of their next turn, or the holy flames are doused, whichever happens first.

Zenith

At 20th level, you are able to momentarily become the very object for which you swore your oath -- The Sun itself.

As a bonus action, you absorb the entirety of the sun into yourself, plunging the world into darkness and engulfing the immediate area around your with blinding radiant light. You shed bright sunlight in a 20 foot radius around you, and dim sunlight in an additional 20 feet. All light outside of this area is removed. This transformation lasts for 1 minute.

Creatures outside of your light take 5d10 cold damage and lose half their movement speed at the start of their turn. Whenever you make a melee weapon attack in this state, you deal an additional 5d10 fire damage on a hit, and you deal half as much damage on a miss. Finally, while in this state, the damage of your Blazing Aura is doubled. Once you transform this way, you cannot transform again until you finish a long rest.

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