Paladin
Base Class: Paladin

The Oath Of Radiance binds the Knights Radiant in their sacred art of Surgebinding. Clad in brilliant Shardplate, they dominate the battlefield with mystical energies gifted to them from the Storm Father. Their blood flows with Stormlight, gifting them with enhanced speed and strength. It is their sworn duty to defend the living from Desolation. Slaying their enemies with their infamous Shardblades. Power artifacts capable to killing the most vile of creatures.

Radiant Spells

You gain oath spells at the paladin levels listed in the Oath of Radiant Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Radiance Spells

Channel Stormlight

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

Basic Lashings:

As a bonus action, you can imbue objects and creatures with stormlight for 1 minute + half your paladin level. During which time you can change the direction of gravity to any object you touch. Once imbued with Stormlight you can change the direction again as a bonus action. This includes yourself and willing allies. You must Lash an object or a creature to a physical point you can see. You can not send an object or a creature up in the air if you cannot see a point to lash to.

You can lash objects of your size or smaller. Like beds and cabinets. You cannot Lash Huge objects. If the object is attached to something or someone it must make a Strength saving throw. When an object hits a creature it takes bludgeoning damage of 1d4 +1 for small objects (provided it fell more than 15ft) 1d8 +1 for medium objects  (provided it fell more than 10ft) 2d8 +1 for large objects  (provided it fell more than 10ft). If a large object hits a creature of the same size at 5ft then the creature must make a strength saving throw or be pushed back their full movement. If smaller than the creature is knocked prone on a fail.

All creates can make a DEX saving throw to dodge an object. If the object is one size larger, they take half damage on a save.

If you lash creature that is unwilling, it makes a strength saving throw of DC8 + your Charisma mod + your proficiency. The creature must be smaller than you if it is unwilling. However, if you Lash an object a creature is holding or wearing that is your size or larger, then they make a strength saving throw of DC1 + your Charisma mod + your proficiency.

At 18th level you can Lash creatures of large size for a DC8 + CHA + PRO. At 20th level you can Lash huge creatures and can Lash huge objects.

On a Long Rest you can do this ability again. At 14th level it becomes a short rest.

Surge of the Storm:

As an action you breath in pure Stormlight. Granting you a +4 to strength a +4 to dexterity and a + 4 to Constitution for 10 turns. Your moment speed is doubled for 10 turns. Attacks have disadvantage against you until your next turn. You can Reduce your surge time by 1 turn if you impose disadvantage again. By spending 1 turn you can give your self advantage on melee attacks. During this time you do not need to breath air. Your mouth leaks Stormlight and you radiate Stormlight. At the end of your Surge you recover 1 hit die + CON + PRO. 

At 10th level it becomes 2 hit die. At 14th level it becomes 3 hit die. At 20th level it becomes  4 hit die.

On a Long Rest you can do this ability again. At 14th level it becomes a short rest.

Infused Stormlight

Starting at 3rd level, you can infuse gemstones with Stormlight.

Once per long rest, during a thunderstorm or lightning storm you channel pure Stormlight into 3 gemstones of your choosing. This process takes 1 hour. During which time you take 1d4 + 1 damage per gemstone infused.

Gemstones are divided into four categories which determine their value: ornamental stones, such as malachite and lapis lazuli, worth around 10 gold pieces; semi-precious stones, such as onyx or moonstone, worth around 50 gp; fancy stones, such as amethyst and topaz, worth around 100 gp; and true gem stones, such as emerald and diamond, worth upwards of 1,000 gp. Fancy stones are further divided into fancy (worth around 100 gp) and precious (worth around 500 gp), while gemstones are divided into gemstones (worth around 1,000 gp) and jewels (worth 5,000 gp or more).

Depending on the value of the gemstone you gain certain effects, spells, or actions. Once an Infused Gemstone is used is goes grey and dull becoming a worthless stone.

Each Gemstone has 2 or 3 effects. You must pick one during a storm.

Gems worth 10gp: Glows dim light forever Increasing the value of the gem to 30gp. OR Bonus action to cast Catapult and double the weight limit.

Gems worth 50gp: Add a 1d4 + 1 to initiative. OR 1d4 + 1 to ability checks.

Gems worth 100gp: 1 action to regain a 1st level spell slot OR  1 action heal 2 hit die + CHA + PRO

Gems worth 500gp: Cast Oath spells as a bonus actions. OR Divine smite at 3rd level OR Haste for free as an action.

Gems worth 1,000gp: Cast a concentration spell without the need for concentration OR Lash any object or creature of any size.

Gems worth 5,000gp: Infuse your Shardblade for a +2 to attack and hit for 1 minutes. This effect stacks with Shardblade enhancements. 19's count as a critical. OR Infuse your Shardplate to reduce all incoming damage by 1d10 + 1 for 5 minutes.

Gems worth 10,000gp: 1 action to regain channel divinity, but become stunned for the rest of the round.

At 5th level the number of gemstones is increased to 4. At 8th level its increased to 5. At 10th its 6. At 12th it's 7. At 14th it's 8. At 16th its 9. At 18th it's 10. At 20th Each gemstone can be used twice before dying out.

Shardblade

At 5th level, once per Long Rest you can create a mythical Shardblade. You can either choose one-handed or two-handed Shardblade. This process takes 1 hour to complete.

As a bonus action you can attempt to summon the blade. You concentrate for 6 seconds to will the blade into existence. If you are struck during this time make a wisdom saving throw at DC10 or start the process all over again.

The Shardblade damage is charisma based instead of strength. Its base damage is 1d8 at one-handed. 1d10 if two-handed. It counts as a magical weapon. It passes through living objects like a phantom, dealing necrotic damage and bypassing necrotic immunities and resistances. On critical hits it disables a limb of your choice. It deals 4x damage to non-living objects. If the blade leaves your hand for any reason it is dispelled. If the damage die deal more than 10 points of damage than the neurotic damage reduces it hits points.

You can expend Infused gemstone to increase its power for 1 minute.

Gemstones worth 100gp: +1 to hit +1 to attack.

Gemstones worth 500gp: The Shardblade ignores armor. Treat AC calculation without armor.

Gemstones worth 1,000gp: +2 to hit +2 to attack and ignores armor.

Gemstones worth 5,000gp: +2 to hit +2 to attack. This stacks with previous infusions. 20 and 19 count as a critical.

Oath Of Radiance Image

Comments

Posts Quoted:
Reply
Clear All Quotes