Base Class: Paladin
There is a legend about the origin of the universe. In the beginning there was only darkness, and then the light came and with it, all things. Since that time, the universe has existed in eternal conflict between light and darkness.
Paladins who follow this oath believe in this legend, and they fight for the rest of their lives against the darkest forces of the world, anywhere and anytime, defending those who cannot defend themselves, facing those whom no one dares face.
They are champions of light, hunting down the dark forces of the world. Most of them go on to become great heroes chosen by the gods and all share traces of courage, honor, kindness, and a life of unceasing pursuit against evil forces.
Tenets of Radiance
The tenets if the Oath of Radiance vary by paladin, but all tenets revolve around protecting sapient life, justice, and never resting in the fight against evil forces.
Preserve the Light. All sapient beings have light within them, and that light must be protected against evil.
Erase the Darkness. Just as all beings have light within them, all of them also have darkness. The criminal must be brought to justice, the evil must be punished, and the darkness must be eradicated.
Strength before Weakness. Stand firm in the face of darkness both outside and inside.
Be Virtuous. The light within must be evident through your virtue, be honorable, kind, and just.
Channel Divinity
When you take this oath at level 3 you gain two Channel Divinity options:
Branding Blade- as a bonus action, you ignite a melee weapon using your Channel Divinity. For 1 minute attacks with this melee weapon will deal an extra 1d8 fire damage. Whenever you hit a creature with this weapon, that creature becomes branded until the end of your next turn. If a creature attacks a creature other than you, the brand flares, dealing 1d8 fire damage to it. Also, if the branded creature is a fiend or undead its speed is halved for as long as the brand lasts.
Blinding intervention- As a bonus action, you may teleport to a creature within 30 feet of you, appearing within 5 feet of them in a flash of blinding light. That creature must succeed on a constitution saving throw, becoming blinded on a failed save.
A creature blinded by this ability makes another constitution saving throw at the end of it’s turns, ending the blindness on a success.
Lumine Ignis
When you take this oath at level 3 you gain the power to manipulate light and fire, these are the mortal world’s oldest weapons against the darkness. You gain the Fire Bolt, Dancing Lights, Control flames, and Sacred Flame cantrips. They count as paladin spells for you. You also gain darkvison up to 60 feet if you don’t already have it.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Radiance Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Radiance
Starting at 7th level you may choose to be surrounded by an invisible aura if radiant energy whenever you are conscious. The aura extends from you in a 10 foot radius, while it is active you and any friendly creatures in the aura add radiant damage equal to your Charisma modifier to all melee weapon damage rolls.
At 18 level, the range of the aura increases to 30 feet
Incandescent Flames
At 7th level your mastery of fire and light has grown to the point where the two are almost one and the same. Whenever you cast a spell or use a class feature that causes fire damage you can have it do radiant damage instead, and vice versa.
You also gain resistance to fire and radiant damage.
Radiant wings
At level 15, you gain the ability to sprout a pair of incorporeal wings of light from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
Angel of Light
At 20th level you can assume the form of an angel of light. Once per long rest, as an action, you can transform for 1 minute to gain the following benefits
•Your movement speed is doubled for the duration.
• Immunity to fire, radiant, and necrotic damage.
•Whenever you make a melee weapon attack you can add additional 2d8 fire or radiant damage
Once you use this feature you can’t use it again until you finish a long rest.
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