Paladin
Base Class: Paladin

When the world is threatened by darkness, the Gods choose a representative to illuminate the path for those shrouded in shadows.

Paladins who take this oath bring comfort through their brilliant and radiant light, meant to purge the darkness.

The Gods of the Celestial Dawn are Amaterasu (table-specific) and Lathander.

Level 3: Bonus Proficiencies

At 3rd level, you gain proficiency with calligrapher's supplies and painter's supplies.

Oath of the Celestial Dawn Spells

Paladin Level Spells
3rd Searing Smite, Burning Hands
5th Misty Step, Lesser Restoration
9th Daylight, Slow
13th Fire Shield, Polymorph
17th Commune with Nature, Dawn

Level 3: Solar Reflector

Also at 3rd level, you can transform any shield into a Solar Reflector by pointing it directly at the sun. The Reflector retains all the properties of the shield and is considered magical.

Due to the Reflector levitating around you, you can wield glaives while benefiting from it. You can have only one Solar Reflector active at a time. If you use this ability on another shield, the previous Solar Reflector reverts to its normal state.

Level 3: Celestial Brush

At 3rd level, you can perform small magical feats through your calligraphy. While holding your brush, you can cast Prestidigitation and Druidcraft. The component used for these spells is your ink.

Level 3: Channel Divinity: Divine Mark

Starting at 3rd level, you invoke the power granted by your god to enhance your strength in battle, causing red lines and circles to appear on your body. For 1 minute, you gain one of the following benefits:

  • Divine Defender: As a reaction, you channel celestial power into your Solar Reflector to protect an ally. When a creature within 30 feet of you is targeted by an attack, you can use your reaction to grant them the AC bonus of your Solar Reflector. After the defense, the Reflector releases a burst of radiant energy, dealing radiant damage equal to your Charisma modifier to the attacker. The Reflector then magically returns to you.

  • Rejuvenate: A line of red light extends from your hand, allowing you to mend minor wounds and curses in your path. As a bonus action, you can heal a creature within 20 feet for 1d4 + your Charisma modifier hit points.

When using one of these abilities, you feel the presence of divine power flowing through you, guiding your movements.

Level 7: Divine Aura

Starting at 7th level, a divine aura surrounds you with the warmth of the sun. While you are conscious, enemies within 10 feet of you have disadvantage on their first attack roll against you and your allies within the aura.

Additionally, whenever an enemy enters the aura for the first time on a turn, they take 1d6 radiant damage.

At 18th level, the aura's range increases to 30 feet.

Level 15: Celestial Willpower

Starting at 15th level, your connection with your god makes you more resilient, granting you advantage on saving throws against spells and poison.

Additionally, when you fail a saving throw against these effects, you can use your reaction to attempt the saving throw again immediately. You can use this ability a number of times equal to your Charisma modifier, and you regain all expended uses after a long rest.

Level 20: Divine Intervention

Starting at 20th level, in a moment of dire need, you invoke the power of the Sun, channeling your god's divine light to purify and restore the battlefield. For 1 minute, you gain one of the following abilities:

  • Sunlight: You emit an aura of radiant light in a 30-foot radius around you. Any enemy creature that starts its turn within this aura takes 3d8 radiant damage. Any ally within the aura regains 10 hit points at the start of their turn.

  • Divine Art: As a bonus action, you can draw a symbol of power in the air with your hand or brush, evoking a magical attack. Choose one creature you can see within 60 feet. Make a ranged spell attack that deals 6d8 radiant damage. If the attack is successful, the creature must make a Constitution saving throw (DC 18). On a failure, the creature is blinded for 1 minute.

  • Mark of Purity: You can use an action to heal all allies within a 30-foot radius for 3d8 + your Charisma modifier hit points. Additionally, you remove all conditions of disease, poison, fear, or charm from the affected creatures. After using this ability, you must finish a long rest before you can use it again.

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