Base Class: Paladin
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Sun Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Burning Hands, Command |
| 5th | Aganazzar's Scorcher, Zone of Truth |
| 9th | Fireball, Ashardalon's Stride |
| 13th | Guardian of Faith, Fire Shield |
| 17th | Flame Strike, Geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
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Divine Palms. As an action, you imbue your body with divine energy. For the next hour, your unarmed strikes do 1d6 additional radiant damage. In addition, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. For the duration, you may use one of your hands with any spell or feature that requires a melee weapon, such as Elemental Weapon or Booming Blade.
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Sun's Radiance. When you hit a creature with a melee attack, you may use your Channel Divinity to imbue them with the Sun's Radiance. For 1 minute, whenever that creature takes radiant damage, they take 1d4 additional damage. In addition, for the duration, the creature cannot benefit from invisibility.
Aura of Discipline
At 7th level, your rigorous training allows you to grant some benefit of your disciplined training on others. Every creature of your choice within 10 feet of you (including yourself) does 1d8 bludgeoning damage with its unarmed strikes, unless it already did more. At 18th level, this increases to 30 feet.
Way of the Sun
When you reach 15th level, you learn the penultimate technique of the Oath of the Sun. When you hit a creature with an unarmed attack, you can expend 10 points of Lay On Hands to force that creature out of alignment. It must succeed on a Constitution saving throw against your Paladin spell save DC or be stunned until the end of your next turn. In addition, you can expend 10 points of Lay on Hands instead of a 1st level spell slot when using Divine Smite.
Sun's Wrath
At 20th level, you can tap into your wellspring of divine power. You can use your action to gain the following benefits for 1 hour:
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Your unarmed strikes deal 1d12 radiant damage, instead of the bludgeoning damage they would normally deal.
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You can expend 50 points of Lay On Hands when you hit a creature with an unarmed attack. When you do so, the creature must make a Constitution saving throw against your Paladin spell save DC. On a failure, they are petrified for seven days.
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You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Level 7: Aura of Discipline
At 7th level, your rigorous training allows you to grant some benefit of your disciplined training on others. Every creature of your choice within 10 feet of you (including yourself) does 1d8 bludgeoning damage with its unarmed strikes, unless it already did more. At 18th level, this increases to 30 feet.
Level 15: Way of the Sun
When you reach 15th level, you learn the penultimate technique of the Oath of the Sun. When you hit a creature with an unarmed attack, you can expend 10 points of Lay On Hands to force that creature out of alignment. It must succeed on a Constitution saving throw against your Paladin spell save DC or be stunned until the end of your next turn. In addition, you can expend 10 points of Lay on Hands instead of a 1st level spell slot when using Divine Smite.
Level 20: Sun's Wrath
At 20th level, you can tap into your wellspring of divine power. You can use your action to gain the following benefits for 1 hour:
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Your unarmed strikes deal 1d12 radiant damage, instead of the bludgeoning damage they would normally deal.
-
You can expend 50 points of Lay On Hands when you hit a creature with an unarmed attack. When you do so, the creature must make a Constitution saving throw against your Paladin spell save DC. On a failure, they are petrified for seven days.
-
You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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