Paladin
Base Class: Paladin

The Sin of Pride

Oath Spells

You gain oath spells at the paladin levels listed.

Sin of Pride Spells
Paladin Level Spells
3rd burning hands, compelled duel
5th aganazzar's scorcher, scorching ray
9th daylight, fireball
13th sickening radiance, wall of fire
17th immolation, wall of light

Channel Divinity

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

Cruel Sun. As a bonus action, you emanate incredible heat. Each creature within 10 feet of you must make a Constitution saving throw at the beginning of each of its turns. On a failed save, creatures begin to suffer from the effects of extreme heat. This effect ends on the creature if you are incapacitated or die or if a creature is more than 10 feet away from you, or succeeds on its saving throw.

Pride Flare. As a bonus action, you can bolster your spell attacks. The next creature that you target with a spell suffers additional radiant damage equal to 1d10 + your Charisma modifier (minimum of 1).

Sunshine

Starting at 7th level, when you are standing in an area of light created by sunlight, you have advantage on strength ability checks, saving throws, and strength-based attack rolls. However, when you are in an area of darkness, magical or nonmagical, you have disadvantage on strength ability checks, saving throws, and strength-based attack rolls.

Divine Sword

Starting at 15th level, when standing in an area of sunlight, your unarmed strikes deal 2d10 force damage, instead of the normal damage for an unarmed strike. In addition, all melee weapon attacks deal an additional d10 of force damage.

The One

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 minute:

  • You have immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You have resistance to all other damage
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • Your attacks automatically deal the maximum damage for their dice if they hit.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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