Base Class: Paladin
Tenets of the Brave Sun
The tenets of the Oath of the Brave Sun have been preserved for uncounted centuries. This oath emphasizes the principles of justice, bravery, and hope above all else. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Oath Spells
| Oath of the Brave Sun Spells | |
|---|---|
| Paladin Level | Spells |
| 3rd | Guiding Bolt, Zephyr Strike |
| 5th | Scorching Ray, Misty Step |
| 9th | Ashardalon's Stride, Lightning Bolt |
| 13th | Fire Shield, Wall of Fire |
| 17th | Dawn, Flame Strike |
Channel Divinity
- Surya's Wrath. You can use your Channel Divinity to invoke divine forces to ensnare a foe. As an action, you can cause chains made from divine energy to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the chains, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the chains vanish. At the start of each of it's turns while restrained by the chains, the creature takes 1d4 radiant or fire damage (casters choice).
- Brave Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. At 7th level, it increases by 1d8.
Aura of the Blazing Sun
Beginning at 7th level, your body is so infused with divine sunlight that your body has become blessed with strength and warding from damage. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Unrivaled Bravery
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, your body has become intertwined with the divine sunlight from Surya, causing you suffer less from the effects of old age and your lifespan is doubled.
Champion of the Sun
At 20th level, you can assume the form of an icon or creature that represents Surya. This can be in the form of a divine angel, a lion-esc warrior with a lions mane, or anything of the sort. Tell your DM about the form you wish to take.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 hit points.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can't use it again until you finish a long rest.
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