Paladin
Base Class: Paladin

Paladins who swear the Oath of Sol’s Fury dedicate themselves to Sol, the radiant deity of the sun. They carry the warmth of the dawn and the fury of the zenith within them, offering healing and protection to those who walk in the light while bringing righteous wrath upon those who would extinguish it.

These paladins believe that compassion and judgment are not opposites, but parts of the same sacred cycle. They shelter the innocent, heal the wounded, and offer mercy to those who turn from evil. Yet when cruelty persists and corruption refuses the light, they call upon Sol’s fury without hesitation, burning away what must be destroyed so that life may flourish anew.

To follow Sol is to embrace the whole of the sun: its gentle warmth, its cleansing fire, and the balance between them.

Disclaimer: This subclass is a joint endeavour between user 23910, who came up with the original idea, and myself.

Tenets of Sol’s Fury

  • Clarity of the Dawn. Speak truth beneath the open sky, and act with honor. Let no cruelty be disguised as kindness, nor falsehood hide beneath comforting words.
  • Fury of the Zenith. When evil turns from the light, unleash Sol’s purifying wrath without hesitation. Burn away corruption that new growth may take root.
  • Mercy of the Dusk. As the sun sets upon the labors of the day, offer healing and second chances to the repentant and the fallen. Shield the weak as day gives way to night.
  • Balance of the Cycle. Temper is a tool, never a master. When the storm of fury has passed, lay down your wrath and restore what was broken. From destruction, let renewal follow.

Level 3: Oath of Sol's Fury Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Sol's Fury Spells table, you thereafter always have the listed spells prepared.

Oath of Sol's Fury Spells
Paladin Level Spells
3 Guiding Bolt, Shield of Faith
5 Aid, Shining Smite
9 Daylight, Fireball
13 Death Ward, Guardian of Faith
17 Sunbeam, Flame Strike

Level 3: Imperium Solis

As a Bonus Action you may present your holy symbol and expend one use of your Channel Divinity to channel the sovereign power of the sun. You gain the following abilities:

  • Sol's Fury. Choose a number of creatures you can see within 30 feet of you to make a Wisdom saving throw against your Paladin spell-save DC. On a success, a creature a cannot willing move further away from you until the end of its next turn, and it suffers no additional effects. On a failure, a creature becomes compelled by Sol's Fury until the end of its next turn and suffers the following effects:
    • It must direct all of its attacks and harmful spells against you if it is able to do so.
    • It cannot willing move further away from you if doing so would prevent it from attacking you.
    • The effect ends early if you are reduced to 0 hit points or incapacitated.
  • Sol's Mantle. Whenever you activate Sol’s Fury, you gain temporary hit points equal to 5 + your Paladin level + your Charisma modifier. While you have these temporary hit points, you also gain a +1 bonus to AC against attacks made by creatures currently Compelled by your Sol’s Fury.

Level 3: Gratia Solis

As an action, you present your holy symbol and expend a use of your Channel Divinity to channel Sol’s gentler nature. Choose a number of creatures you can see (including yourself) up to your Charisma modifier (minimum 1) within 30 feet of you. Each creature regains hit points equal to 1d8 + your Charisma modifier, and one creature of your choice among them also gains temporary hit points equal to your Paladin level. This has no effect on Undead or Constructs.

At 11th level this healing increases to 2d8 + your Charisma modifier, and the temporary hit points increase to twice your paladin level.

Level 7: Aura of Solar Temper

At 7th level, your Aura of Protection also emanated Sol's wrath with warmth. You and your allies in the aura gain the following benefits:

  • Hearth. You have Resistance to Fire damage.
  • Wrath. When a creature in the aura hits you or another creature in the aura with a Melee Attack, you can take a Reaction to deal Radiant damage to the attacker equal to your Charisma modifier.

Level 15: Sol's Retribution

At 15th level, Sol’s wrath answers those who strike at you under your command.

When a creature that is affected by Sol’s Fury, or was affected by it at any time since the start of its last turn, deals damage to you with an attack or other harmful ability, that creature takes Radiant damage equal to half the damage it dealt to you (rounded down). This damage ignores Resistance and Immunity to Radiant damage.

In addition, while Sol’s Fury is active and you have Temporary Hit Points, you have Resistance to the damage types dealt by attacks made against you by creatures affected by Sol’s Fury.

Level 20: Avatar of Sol's Zenith

At 20th level, you can embody the dual nature of Sol. As a Bonus Action, you transform into an avatar of Sol’s Zenith for 10 minutes. The transformation ends early if you end it as a Bonus Action. Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.

While transformed, you gain the following benefits:

  • Solar Radiance. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is Sunlight.
  • Renewal. At the start of each of your turns, you and each ally of your choice within 30 feet regain Hit Points equal to 5 + your Charisma modifier.
  • Wrath. You gain the following benefits:
    • You have Resistance to Bludgeoning, Piercing, and Slashing damage.
    • You have Advantage on Strength checks and Strength saving throws.
    • When you make a Melee weapon attack, you deal extra Radiant damage equal to your Proficiency Bonus.
  • Imperium Solis. When you use your Channel Divinity for Sol’s Fury, creatures of your choice within 30 feet are automatically Compelled, without making a saving throw. A Compelled creature can still make a saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Sol's Retribution. When a creature takes Radiant damage from Sol's Retribution, it takes damage equal to the full amount of damage it dealt to you, rather than half that amount.

Avatar of Sol's Zenith

At 20th level, you can embody the dual nature of Sol. As a Bonus Action, you transform into an avatar of Sol’s Zenith for 10 minutes. The transformation ends early if you end it as a Bonus Action. Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.

While transformed, you gain the following benefits:

  • Solar Radiance. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is Sunlight.
  • Renewal. At the start of each of your turns, you and each ally of your choice within 30 feet regain Hit Points equal to 5 + your Charisma modifier.
  • Wrath. You gain the following benefits:
    • You have Resistance to Bludgeoning, Piercing, and Slashing damage.
    • You have Advantage on Strength checks and Strength saving throws.
    • When you make a Melee weapon attack, you deal extra Radiant damage equal to your Proficiency Bonus.
  • Imperium Solis. When you use your Channel Divinity for Sol’s Fury, creatures of your choice within 30 feet are automatically Compelled, without making a saving throw. A Compelled creature can still make a saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Sol's Retribution. When a creature takes Radiant damage from Sol's Retribution, it takes damage equal to the full amount of damage it dealt to you, rather than half that amount.
Activate Avatar of Sol's Zenith

At 20th level, you can embody the dual nature of Sol. As a Bonus Action, you transform into an avatar of Sol’s Zenith for 10 minutes. The transformation ends early if you end it as a Bonus Action. Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a 5th-level spell slot to use it again.

While transformed, you gain the following benefits:

  • Solar Radiance. You shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is Sunlight.
  • Renewal. At the start of each of your turns, you and each ally of your choice within 30 feet regain Hit Points equal to 5 + your Charisma modifier.
  • Wrath. You gain the following benefits:
    • You have Resistance to Bludgeoning, Piercing, and Slashing damage.
    • You have Advantage on Strength checks and Strength saving throws.
    • When you make a Melee weapon attack, you deal extra Radiant damage equal to your Proficiency Bonus.
  • Imperium Solis. When you use your Channel Divinity for Sol’s Fury, creatures of your choice within 30 feet are automatically Compelled, without making a saving throw. A Compelled creature can still make a saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Sol's Retribution. When a creature takes Radiant damage from Sol's Retribution, it takes damage equal to the full amount of damage it dealt to you, rather than half that amount.

Oath Of Sol's Fury Image

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