Paladin
Base Class: Paladin

Tenets of the Sun

Paladins who swear the Oath of the Sun uphold these radiant tenets:

  • Rise. Each day is a new chance to bring light into the world. Never stay fallen.

  • Blaze. Burn with purpose. Reveal lies and destroy darkness.

  • Set. Show mercy to those who seek redemption, even at day’s end.

Level 3: Oath of the Sun Spells

You gain oath spells at the paladin levels listed in the Oath of the Sun Spells table. These spells are always prepared and don't count against the number of spells you can prepare.

Oath of the Sun Spells
Paladin Level Spells
3 Burning Hands, Guiding Bolt
5 Flaming Sphere, Scorching Ray
9 Daylight, Fireball
13 Guardian of Faith, Wall of Fire
17 Cone of Cold, Flame Strike

Level 3: Dawnbringer

You learn the produce flame cantrip, which doesn't count against your number of cantrips known.

As a bonus action, you can cause a visible light source within 60 feet of you to emit pure sunlight for 1 hour. This light dispels magical darkness and counts as sunlight. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options:

Morning Sun. As a bonus action, you unleash a radiant burst of healing light. You or a creature you can see within 30 feet regains hit points equal to 5 × your paladin level. If this would restore the target to full HP, they instead gain temporary hit points equal to the excess healing.

Solar Flare. As an action, you create a 20-foot-radius burst of searing light centered on yourself. Each creature of your choice in the area must make a Dexterity saving throw. On a failed save, they take 6d6 radiant damage and are ignited, taking 1d10 fire damage at the start of each of their turns until extinguished. On a successful save, they take half damage and aren’t ignited.

Level 7: Blazing Aura

You and friendly creatures within 10 feet of you are wreathed in radiant fire.

- Hostile creatures that start their turn in the aura or enter it for the first time on a turn take radiant or fire damage (your choice) equal to your Charisma modifier + your proficiency bonus.
- Illusions are revealed within the aura and take double damage.
- Shapechangers take double damage and revert to their true form if possible.

At 18th level, the aura extends to 30 feet.

Level 15: Hammer of Dawn

When you hit a creature with a melee weapon attack, it becomes engulfed in solar fire. It takes 1d10 fire damage at the start of each of its turns until the flames are extinguished.

While aflame, the creature emits 10 feet of bright sunlight and 10 feet of dim light beyond it. At the start of its turn, it must make a Constitution saving throw against your spell save DC or be blinded until the start of its next turn. The fire ends early if doused.

Level 20: Zenith

As a bonus action, you become a radiant embodiment of the sun for 1 minute. You emit 20 feet of bright sunlight and 20 feet of dim light beyond. All other light within 300 feet is suppressed.

While transformed:
- Your Blazing Aura deals double damage.
- Creatures outside your bright sunlight take 5d10 cold damage at the start of their turn and have halved movement.
- Your melee weapon attacks deal an extra 5d10 fire damage on a hit (half on a miss).

You can use this feature once per long rest, or again by expending a 5th-level spell slot.

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