Base Class: Paladin
Paladin: Oath of the Beacon
The Oath of the Beacon binds a paladin to serve as an unyielding sanctuary amidst the storm. Often sworn by those who have walked through the deepest darkness and survived, this oath is not about wielding divine vengeance or imposing dogma. Instead, Beacon Paladins act as immovable anchors for their allies, radiating a steadfast presence that wards off despair, clears the fog of mind-altering magic, and physically shields the fragile. To swear this oath is to become the northern star for those who are lost—a clear, cold light that promises no matter how grim the night becomes, they will not fall alone.
Tenets of the Beacon
A paladin who swears this oath holds these principles above all else:
Be the Beacon. When chaos reigns and hope flickers, stand firm. Do not waver, so that others may find their footing through you.
Shield the Fragile. Your strength belongs to those who cannot protect themselves. Interpose yourself between harm and your companions.
Guide. You are a point of orientation. Offer direction and safety, for those in need.
Keep the Flame. Acknowledge the reality of suffering, but refuse to let bitterness extinguish your empathy.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Unyielding Soul. As a bonus action you radiate an presence of courage. For 1 minute, you and creatures up to your Charsima modifier (minimum 1) of your choice within 30 feet of you have advantage on Intelligence, Wisdom, and Charisma saving throws. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Share the Flame. As an action, you bring forth your inner Light and share it with others. For the next 10 minutes, you gain a +5 bonus to all flat Charisma checks and Charisma skill checks (Persuasion, Performance).
Bonus Proficiencies
You not only stand firm in battle, but guide others and shed some light into their lives.
You gain proficiency in two skills of your choice from the following list: History, Insight, Performance, or Persuasion.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Beacon Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Hope
You emanate an aura of protective resolve. Starting at 7th level, at the start of your turn you and creatures up to you charisma modifier (minumum 1 ) within 10 feet of you of your choice, that are not behind total cover, gain temporary hit points equal to your proficiency bonus + your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Beacon’s Salvation
Your presence can alter the fate of those in your charge. Beginning at 15th level, when you or a friendly creature within your Aura of the Hope fails a saving throw, you can use your reaction to turn the failed roll into an automatic success.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 3rd-level or higher paladin spell slot to use it again
Avatar of the Unyielding Star
You become an immovable pillar of cold, piercing light, more than a mere beacon, — you become a living star, that shines even on the darkest suffocating nights. Standing beside you, your allies feel the crushing weight of despair vanish, anchored by the absolute certainty that as long as you draw breath, the line will hold.
At 20th level, as an action, once per long rest, you can emanate an aura of Courage and Hope. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. You and friendly creatures within the bright light gain the following benefits:
- Shielding Light. They gain resistance to all damage types.
- Guided trail. Their movement speed cannot be reduced by spells, difficult terrain, or magical effects.
- Flame of Hope. They are immune to the Charmed and Frightened conditions.
Even on the brink of your demise you refuse to fall and leave your Protégés behind. You channel your very essence to rekindle thy flame.
Additionnally when you are reduced to 0 hit points while this feature is active, you can choose to immediately drop to 1 hit point instead, releasing a pulse of light that gives all allies (including you) within 30 feet temporary hit points equal to your Paladin level. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a hit dice to use it again.
Previous Versions
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7/25/2026 2:41:15 PM
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1.5
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7/25/2026 3:52:51 PM
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1.6
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Coming Soon
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7/28/2026 7:22:26 AM
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35
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1.6.1
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Coming Soon
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