Paladin
Base Class: Paladin

Paladins who swear the Oath of the Dawnfire bind themselves to Solmyer, god of solar flame and renewal. They are not executioners, but refiners—warriors who believe that through trial and fire, even the fallen may rise again. To them, judgment is not the end of a story, but the crucible in which a better one is forged.

Tenets of the Dawnfire

Face the Flame. Do not flee from truth, no matter how it burns.
Burn What Corrupts. Destroy that which festers beyond redemption.
Spare the Worthy. If one endures the trial, grant them their second dawn.
Rise Again. Should you fall, stand. Should you fail, strive anew.

Level 3: Channel Divinity

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

Trial by Cinder. As a bonus action, you wreathe your weapon in radiant solar fire for 1 minute. Your weapon deals radiant damage instead of its normal type, and once per turn when you hit a creature, you may force it to make a Constitution saving throw. On a failure, searing light outlines it, shedding bright light and preventing it from benefiting from invisibility until the end of your next turn.

Merciful Brand. As an action, you present your holy symbol and mark one creature within 30 feet. For 1 minute, the first time the marked creature would drop to 0 hit points, it instead drops to 1 hit point and gains temporary hit points equal to your paladin level. If it willingly surrenders or ceases hostility during this time, it is freed from one curse, disease, or fear effect afflicting it.

Level 3: Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Dawn Fire Spells table.

Oath of the Dawn Fire Spells
Paladin Level Spells
3rd burning hands, hellish rebuke, heroism
5th lesser restoration, scorching ray
9th daylight, revivify
13th fire shield, Guardian of faith
17th flame strike, greater restoration

Level 7: Aura of rekindling

You and friendly creatures within 10 feet of you gain resistance to fire damage. In addition, when a creature in the aura fails a death saving throw, it may reroll the die once per long rest. At 18th level, the range increases to 30 feet.

Level 15: Blazing Resolve

When you are reduced to 0 hit points but not killed outright, you may instead drop to 1 hit point. Flames erupt harmlessly around you in a 10-foot radius; hostile creatures in that area must make a Dexterity saving throw, taking radiant damage equal to twice your Charisma modifier on a failure. Once you use this feature, you cannot use it again until you finish a long rest.

Level 20: Avatar of the Second Dawn

As an action, you manifest Solmyer’s full dawnfire for 1 minute. Radiant sunlight shines in a 30-foot radius around you. Enemies that start their turn in the light take radiant damage equal to your Charisma modifier.

When you hit a creature with Divine Smite during this transformation, you may choose one of the following effects:

  • The target is blinded until the end of its next turn.

  • The target must succeed on a Wisdom saving throw or be compelled to drop prone in surrender.

  • If the target is reduced to 0 hit points, you may choose for it to stabilize instead, bathed in cleansing fire that removes one curse or disease.

Once you use this feature, you cannot use it again until you finish a long rest.

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