Base Class: Paladin
Oath of the Lightbringer
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Lightbringer Weapon. As an action, you can create a weapon made from pure light. for 1 minute, you create a magical weapon that does the weapons damage, plus 1d6 radiant damage. It emits bright light for 20 ft. and dim light for 20 ft beyond that.
You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.
Radiance of the Dawn. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your paladin level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Lightbringer Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
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|
9th |
|
|
13th |
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|
17th |
flame strike, scrying |
Light Barrier
Starting at 7th level, you can create a barrier of light that blocks out evil. As an action, you present your holy symbol, and a barrier of light that is at most 30 feet in diameter. Creatures of the evil alignment that try to enter the barrier must make a Constitution saving throw. They take 3d10 + your Paladin level in radiant damage and are frightened on a failed save, and half that on a successful save.
After you use this feature, you cannot use it again until you complete a short or long rest.
Wings of Light
Beginning at 15th level, you can use an action to gain a flying speed equal to your walking speed for 1 minute. You can use this a number of times equal to your Charisma modifier, with a minimum of 1, per long rest.
Light Force
At 20th level, as an action, you can emanate an aura of pure light. Once per long rest, you can shine bright light from you in a 30 foot radius, and dim light for 30 feet beyond that for 1 minute. Whenever an enemy creature starts its turn in the bright light, the creature takes 6d10 radiant damage and 2d8 fire damage. You also have advantage on saving throws against spells cast by fiends or undead.
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