Base Class: Paladin
The Oath of the Radiant Soul calls to paladins who seek to triumph over evil’s darkness with holy light. They are holy warriors, devoting themselves to destroying all trace of evil wherever they can find it. Paladins of this oath believe that evil is a cancer that thrives in the absence of mercy, with that they feel that all can be shown forgiveness at the cost of burning the poison and evil from themselves.
Tenets of the Radiant Soul
Embrace Purity. Spare not the toxins of the flesh and be the light that the weak need.
Protect the Radiance. Innocents and Love are powerful forces that evil fears, do not let either become corrupted or else Evil prevails.
Be a Beacon of Light. Let your Faith and Conviction be a Beacon to those around you, and shine a light into the areas where evil festers.
Share the light. Ignite the light in others through your kindness and compassion in hopes that it will spread through your actions and others goodness.
Oath of the Radiant Soul Features
PALADIN LEVEL |
FEATURE |
3 RD |
Oath Spells, Channel Divinity |
7 TH |
Aura of Light (10 ft.), 20 ft at 18 th level |
14 TH |
Holy Light |
20 TH |
Radiant Avenger |
Oath Spells
You gain the following spells at the Levels indicated, these are in addition to the spells you normally and do not count against your total.
PALADIN LEVEL |
SPELLS |
3 RD |
|
5 TH |
|
9 TH |
|
13 TH |
|
17 TH |
Channel Divinity
Starting at the 3rd level, you gain access to the following channel Divinity abilities
- Burn Toxins. As an action, you take a creature by the wrist and channel your divinity into their body, with in seconds any diseases or poison; this includes drugs and alcohol, starts to seep out of the pores of your target, as black puss. The Puss smells horrid and is sickening to the average person. For one day after this process is done anyone that takes in any type of poisons ( Drugs and Alcohol are included here ) become Sick and must make a Constitution Saving throw vs your spell save DC. If they fail they gain 1 level of exhaustion. If they continue to take the toxins they must make another Save. Regardless of the Save the target become sick to their stomach for the next hour.
- Holy Weapon. As an Action, you can imbue one weapon of your choice with radiant energy. For 1 minute your weapon deals an additional 1D4+ Charisma modifier in Radiant damage. Additionally the weapon glows; at your command, has 10 foot of bright light and 5 foot of dim light beyond that. If the weapon that is imbued is out of your hand by the end of your turn the effect ends. Likewise if you are Unconscious or you are dropped to 0 Hit points the effect also ends.
Aura of Light
Starting at 7th Level, you can now control the light that your soul exudes. As light burst forth from your self you blind one target of choice with in 10 feet radius. As a reaction you may choose to do one of the following:
- Apply disadvantage on one attack targeting you
- give advantage to one attack your ally is making
Starting at 18th level the radius increases to 20 feet
Holy Light
Starting at 15th Level, you can now call down holy light to vanquish the darkness. As an action a 30-foot cylinder of light falls to the ground and stays for 1 minute. The light can be present regardless of where you are at. Any Magical Darkness that is touched by the light is burned away, any darkness not touched by the light stays present. Additionally, any shape changed creature and or Invisible creature become either visible or is reverted back to their true form. Any obfuscation, illusion, or any effect that would visibly hide something is dispelled.
You can use this ability 2/ Day, after all uses of this feature are used you can not use it again for a long rest.
Radiant Avenger
At 20th Level, you now become a Beacon of Radiance. As an action; lasting 1 min, you grow wings of light that give off bright light 30-foot and 10-foot of dim light. You're bathed in light as you traverse the battlefield, all allies with in your radiant light benefit from the following effects:
- When ever you or an ally hits with an attack; and is in your light , adds your Charisma Modifier to their damage as Radiant damage.
- When ever you or an ally takes damage from an enemy; and are in your light, they may Subtract your Charisma Modifier from the damage they took.
- You and your Allies are Immune to poisoned effects along with Disease. They are also; so long as they are within your light, immune to Blinded
This effect ends if you become unconscious or you are taken to 0 Hit Points. After that you may not use this feature again till after a long rest
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