Base Class: Paladin
Paladins of the Sun bind themselves to the ideals of truth, hope, and courage. They act with an assuredness uncommon even amongst other paladins, for they know the Sun rises even after the darkest of nights.
These paladins share the following tenets:
- Lay bare the lies and deceit of others.
- Act with directness and honesty.
- Rekindle hope in the downtrodden.
Level 3: Oath of the Sun 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 Sun Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Faerie Fire, Guiding Bolt, Light |
| 5 | Flaming Sphere, Zone of Truth |
| 9 | Daylight, Fireball |
| 13 | Fire Shield, Wall of Fire |
| 17 | Flame Strike, Scrying |
Level 3: Morning Sun
At the start of your turn, you can expend one use of your Channel Divinity and call upon the Sun's light for courage and inspiration, gaining the following benefits for 1 minute or until you use this feature again.
Flash Fire. You have Resistance to Fire and Radiant damage.
Inner Focus. If you fail an attack roll or an ability check, you can take a Reaction and add 1d8 (or 1d10 if you are in sunlight) to your roll, potentially turning the failure into a success.
Level 7: Aura of Hope
You and your allies have Advantage on Death Saving throws while in your Aura of Protection.
Level 15: Solar Beam
As a Magic action, you can emit a flash of light within a 30 foot Emanation originating from you. Each creature of your choice in that area must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a Long Rest.
Level 20: Light that Burns the Sky
As a Bonus Action, you can imbue your Aura of Protection with the Sun's blinding radiance, 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).
Burning Bulwark. The first time each turn a creature hits you or your allies within the aura with a melee attack roll, that creature takes Fire damage equal to 2d10 plus your Charisma modifier.
Flight. You gain a Fly Speed of 60 feet, and you can hover.
Sunlight. The aura is filled with Bright Light that is sunlight.
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