Paladin
Base Class: Paladin

The Oath of Light binds Paladins to the ideals of hope and courage. Drawing on the protective power of Yggdrasil as it shields the known and unknown worlds from the Void, so too does the swearer of this oath shield Creation from darkness. An Oath of Light does more than defend others, though; it uplifts and inspires them, kindling a lasting legacy of heroism and eventually passing its torch on to future bearers.

Paladins who swear by the Oath of Light tend to be drawn to gods of radiance and light, of nurturing and growth. Others may take inspiration from primordial fire, or even from celestial lights like the sun and the moon and the stars, bearing such motifs on their clothing or armor.

These paladins have the following tenets:

  • Become unto a beacon of light against darkness; both sword and shield against injustice, oppression, and the shadows of the world. 
  • Kindle light in the hearts of others.
  • Let the radiance of your light shine through tomorrow in your deeds today.

Level 3: Oath of Light Spells

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

Oath of Light Spells
Paladin Level Spells
3 Sanctuary, Guiding Bolt
5 Moonbeam, Zone of Truth
9 Daylight, Dispel Magic
13 Fire shield, Aura of Life
17 Flame Strike, Hallow

Level 3: Shield of Light

As a Bonus Action, you can expend one use of your Channel Divinity to wreath yourself in holy light. For 10 minutes or until you use this feature again, you add your Charisma modifier to your armor class (minimum of +1) and on each of your turns, you may use your Reaction to also give the same bonus to another creature in sight with 30ft. of you when they are the target of an attack.

When you use Shield of Light to cause an attack to miss, the next time you hit that attacker with a weapon or Unarmed Strike before the end of your next turn, it takes an extra 1d8 Radiant damage. At Lv. 6 the damage increases to 2d8, at Lv. 9 it increases to 3d8, and at Lv. 12 it increases to 4d8.

You also emit Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

You can end this effect early (no action required).

Level 3: Radiant Soul

The light within you seeks to be expressed. You gain the Light cantrip. When you deal spell damage, you may choose to deal Radiant damage instead of the spell's normal damage. Whenever you do damage at all, you may deal additional Radiant damage from a pool of damage equal to your Charisma Modifier x your Paladin Level. Once you have exhausted this pool of Radiant damage, you must replenish it with a Long Rest.

Level 7: Aura of True Light

You and your allies have Immunity to the Blinded condition while in your Aura of Protection. If a Blinded ally enters the aura, that condition has no effect on that ally while there.

If any of this aura's area overlaps with an area of Darkness created by a spell of a level lower than your Paladin level, that spell is dispelled.

Enemies who enter your aura must make a Charisma Saving Throw against your Paladin Spell Save DC or be Blinded for 1 minute. At the end of each of their turns, they may attempt the save again to recover from the effect early. Creatures immune to Blind are unaffected by this.

Your aura is filled with Dim Light. You can activate or suppress this effect at will without an action. This effect is dispelled while you are Incapacitated.

Level 15: Long Arm of the Light

Once per day, you can call upon your sacred light to magically extend your reach as a Bonus Action. You may make a melee weapon attack upon any enemy in the radius of your Aura of Protection you can see. This effect lasts for 1 minute, or until you choose to dispel it (no action needed). Once you have used this ability, you cannot use it again until you complete a Long Rest, or expend a Channel Divinity charge to restore it.

Level 20: Holy Beacon

As a Bonus Action, you can empower your Aura of Protection with sacred radiance, granting the following benefits and abilities for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Inspired Blade. You and any allies within your Aura of Protection have Advantage on any attack rolls.

Radiant Nova. On your turn, you may use a Bonus Action to pulse sacred light throughout your Aura of Protection. Enemies in the aura take Radiant damage equal to your Charisma Modifier plus your Proficiency Bonus. You and any allies in the radius are healed for your Charisma Modifier plus your Proficiency Bonus. 

Daybreak. When the effect of Holy Beacon ends (whether after 10 minutes, because you end it voluntarily, or because you become Incapacitated), all enemies within a 50ft. radius emanating from you must make a Dexterity Saving Throw against your Paladin Spell Save DC. Enemies take 10d8 Radiant damage and are knocked Prone on a failed save. Enemies take half damage and are not knocked prone on a successful save.

Oath Of Light (2024) Image

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