Base Class: Paladin
Oath Description
To a Sunlight Warrior, the Sun is the eternal flame — the first light, the life-giver, the ultimate source of beauty and power. It is not a distant god to be bargained with, but a constant, visible presence in the sky, the one divine truth that shines on all without judgment.
Those who swear this oath are devoted wholly to the Sun’s radiance, striving to reflect its strength, warmth, and majesty in all they do. To them, darkness is not merely the absence of light — it is a denial of the Sun’s truth, something to be burned away until only brilliance remains.
Sunlight Warriors stand as radiant champions, bringing dawn to the battlefield, banishing the shadows, and guiding others toward the Sun’s eternal embrace.
Tenets of the Sunlight Warrior
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The Sun is Eternal. Stars may fade and gods may fall, but the Sun’s fire burns beyond mortal time. Stand unyielding in the face of adversity.
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The Sun is Life. Protect life as the Sun nourishes it. Give warmth and strength to those in need.
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The Sun is Power. Do not fear strength — wield it as the Sun wields fire, without hesitation, but with purpose.
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The Sun is Beautiful. Let your presence be awe-inspiring; your deeds, dazzling; your victories, unforgettable.
Level 3: Oath of the Sunlight Warrior Spells
| Paladin Level | Spells |
|---|---|
| 3 | Guiding Bolt, Searing Smite |
| 5 | Bless, Lesser Restoration |
| 9 | Daylight, Beacon of Hope |
| 13 | Wall of Fire, Guardian of Faith |
| 17 | Sunbeam, Flame Strike |
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sunlight Spear
As an action, you conjure a spear of concentrated sunlight and hurl it at a target within 60 feet. Make a ranged spell attack using your Charisma modifier. On a hit, it deals 2d8 lightning damage + your Charisma modifier. The damage increases to 3d8 at 11th level and 4d8 at 17th level. Targets immune to lightning damage still take half damage from it as if they had resistance to the attack instead.
Sunspot Hammer
As an action, you summon a radiant war hammer of sunlight and hurl it to a point within 30 feet. All creatures within 5 feet of the impact must make a Dexterity saving throw against your spellcasting modifier, taking 2d6 fire damage on a fail, half on a success. The impact zone glows with bright light in a 10-foot radius until the start of your next turn. This light counts as sunlight. The damage increases to 3d6 at 11th level and 4d6 at 17th level. Targets immune to lightning damage still take half damage from it as if they had resistance to the attack instead.
Level 7: Aura of Warmth
Starting at 7th level, you gain a 10ft Aura of Warmth. You and your allies have Immunity to the Blinded condition while in your Aura of Warmth, as well as resistance to Cold damage. As an action, you can calm an ally creature within your aura as long as they can see you and trust you deeply. Affected allies are under an effect similar to the Calm Emotions spell until they leave your aura.
Starting at 7th level, you gain a 10ft Aura of Warmth.
Level 15: Stand in the Light
By 15th level, you have gained the authority to defend those who stand with you in the light. As a reaction to seeing you or an ally be damaged by an attack while being in bright or dim light, you can force the attacker to make a wisdom saving throw against your spell save DC. On a failed save, you rebuke them with a holy symbol, and they can no longer attack that creature again until their next turn. On a successful save, they still get disadvantage on their attack made on that same target. You can do this a number of times equal to your charisma modifier per long rest.
Level 20: Praise the Sun!
At 20th level, you have gained the ultimate blessing of the sun: the ability to open a rift, unleashing its destructive glory. Once per dawn, using both an action and a bonus action, you rip open a small rift in reality, firing a beam of pure, unfiltered sunlight. This attack is not considered a ranged spell attack, but rather a class ability.
Using both an action and bonus action at once , you create a 150-foot-long, 10-foot-wide line that of searing light and power originating from you in a direction you choose. This attack ignores all but total cover unless that cover is destroyed. Each creature in the line must make a Constitution and Dexterity saving throw. (DC = 8 + your charisma modifier + your proficiency bonus)
On a failed Constitution save, the creature is blinded for 1 minute. A creature blinded this way can attempt to remake the saving throw at the end of each of its turns. On a success, it is not blinded. Any living creature that fails this save also suffers from intense solar poisoning and has the Poisoned condition. At the start of each of its turns until cured, it takes 2d6 poison damage. This effect ends early if the creature is cured of the Poisoned condition by any means.
On a failed Dexterity save, a creature takes 15d6 damage, divided equally among radiant, fire, and lightning damage (5d6 each). On a successful save, it takes half damage and is not blinded. This attack ignores damage immunity, which is treated as resistance instead. If the damage of the attack reduces a creature to 0 hit points, the creature’s body and all nonmagical items it wears or carries are disintegrated, leaving no trace behind.
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