Base Class: Paladin
Embody the Balance of Opposing Forces
The Oath of the Solstice is an ancient oath that few paladins take or even have knowledge of. It is said that a paladin of the solstice will only appear when the cosmic balance between light and darkness is threatened. Either as a champion of light, darkness, or both. There can only one paladin of the solstice at a time as the forces of balance only require a singular champion. When the time comes for the passing of the torch, the previous paladin of the solstice searches for a suitable replacement.
The tenets of the Oath of the Solstice are sworn during a solar or lunar eclipse on a winter or summer solstice.
* Balance. Reality relies on the struggle between light and darkness. One side must not completely eradicate the other.
* Morality. Morality is not important when the cosmic balance is threatened.
* Perspective. There are two sides to each coin, just like there are two sides to each conflict. Understand the actions and consequences of each side before passing judgement.
Level 3: Oath of the Solstice 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 Solstice Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bane, Bless |
| 5 | Branding Smite, Pass without Trace |
| 9 | Mass Healing Word, Spirit Guardians |
| 13 | Banishment, Blight |
| 17 | Dispel Evil and Good, Hallow |
Level 3: Beacon of Light
As a Magic action, you can expend one use of your Channel Divinity to cast the Daylight spell on yourself for 10 minutes. In addition, choose a number of creatures equal to your Charisma modifier within 30 feet of you that you can see. You and each chosen creature deal extra Radiant damage equal to your Charisma modifier with weapon attacks while within the Bright Light radius of the spell.
Level 3: Herald of Darkness
As a Magic action, you can expend one use of your Channel Divinity to cast the Darkness spell on yourself for 10 minutes. In addition, choose a number of creatures equal to your Charisma modifier within 30 feet of you that you can see. You and each chosen creature can see through the darkness created by this spell.
Level 7: Auras of the Solstice
You can call upon light and darkness to protect you and your allies. Your Aura of Protection now has additional benefits granted by either Aura of Light or Aura of Darkness (you can switch between them as a Magic action):
Aura of Light. Holy light radiates from you. You and all friendly creatures within your Aura of Protection have Resistance to Radiant damage. Additionally, whenever you cast a healing spell, you regain a number of Lay On Hands points equal to the level of the spell slot used.
Aura of Darkness. Darkness surrounds you. You and all friendly creatures within your Aura of Protection have Resistance to Necrotic damage. Additionally, whenever you cast Divine Smite, it deals Necrotic damage instead of Radiant damage.
Level 15: Harbinger of the Solstice
You are able to store radiant and necrotic energy as orbs that surround you for later use. Whenever you kill a creature with a Divine Smite while your Aura of Light or Aura of Darkness is active, you gain an Orb of Light (for Aura of Light) or an Orb of Darkness (for Aura of Darkness). You can store a maximum number of each orb equal to your Proficiency Bonus. Whenever you finish a Long Rest, the orbs vanish.
Once per turn, when you cast a healing spell of 1st level or higher, you can spend one Orb of Light to have the spell restore extra hit points equal to your Proficiency Bonus.
Once per turn, when you cast Divine Smite, you can spend one Orb of Darkness to deal extra Necrotic damage equal to your Proficiency Bonus.
Level 20: Avatar of the Eclipse
You can assume a form made of both light and darkness. As a Magic action, you can gain the following benefits for 10 minutes:
* You gain a Flying Speed of 60 feet and you can hover.
* You are Immune to Radiant and Necrotic damage.
* Both of your Auras of the Solstice are active at once. You can choose if your Divine Smite deals Radiant or Necrotic damage.
* At the start of each of your turns, you gain 1 Orb of Light and 1 Orb of Darkness.
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