Paladin
Base Class: Paladin

**Oath of the Sunfang (Sunfang’s Chosen)**

 

Paladin Subclass

 

You are one of the rare few chosen by the mythical sword Sunfang, a sentient weapon of radiant judgment. Once Sunfang bonds with you, it becomes more than a weapon—it becomes a conduit of divine light and retribution. You are sworn to uphold honor, punish cowardice, and bring radiant justice to those who flee from it.

 

*Prerequisite: You must be attuned to the sentient weapon Sunfang to gain the features of this subclass. If you lose attunement to the weapon, you lose access to all features provided by this subclass.*

Level 3: Oath of the Sunfang 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 Sunfang Spells table, you thereafter always have the listed spells prepared.

Oath of the Sunfang Spells
Paladin Level Spells
3 Guiding Bolt, [spells]Protection from Evil and Good/spells]
5 Moonbeam, Prayer of Healing
9 Beacon of Hope, Dispel Magic
13 Freedom of Movement, Guardian of Faith
17 Commune, Flame Strike

Level 3: Sunfangs Offense

Sunfang’s radiant presence empowers your reactions and ensures it is never far from your grasp.

   Radiant Reprisal. When a creature enters your melee reach with Sunfang, you can use your reaction to make one melee weapon attack against that creature with Sunfang.

   Bound Blade. While Sunfang exists on the same plane of existence as you, you can summon it to your hand as a bonus action, causing it to teleport instantly to your grip. Sunfang cannot be disarmed from you unless you are Incapacitated. If you lack the physical space to hold Sunfang, the summon fails.

Level 7: Aura of Pursuit

Your divine presence makes retreat a dangerous prospect for your enemies.

    When a creature within your Aura of Protection takes the Disengage action, you or one ally of your choice within the aura can use their reaction to make an opportunity attack against that creature.

Radiant Burst

As a bonus action, you can cause a radiant eruption within your Aura of Protection. Choose a number of creatures within the aura equal to your Charisma modifier (minimum of 1). For each creature chosen, select one of the following effects:

   That creature regains hit points equal to your Charisma modifier (minimum of 1).

   That creature takes radiant damage equal to your Charisma modifier (minimum of 1).

   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest..

Level 15: Smite of Protection

Your magical smite now radiates protective energy. Whenever you cast Divine Smite, you and your allies have Half Cover while in your Aura of Protection. The aura has this benefit until the start of your next turn.

Level 20: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below 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).

Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.

Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to your Charisma modifier plus your Proficiency Bonus.

Sunlight. The aura is filled with Bright Light that is sunlight.

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