Base Class: Paladin
To compensate for their past, The Light Seeker aims to redeem themselves through the betterment and protection of others. The Light Seeker employs unorthodox techniques and skills, taking full advantage of their unusual origins and atypical lifestyle before their call to service as a paladin.
TENETS OF THE LIGHT SEEKER
Light the Way: Striving to be an example for others, resisting temptation that may cause you to stray from the path.
Shelter the Weak: Protect those who can not protect themselves, using your light to shield others from evil in its many forms.
Combat the Dark: Bring your Light to bear against those who threaten peace and the innocent. Stand against evil in all its forms.
Redeem the Lost: Guide those who have lost their way. Most every soul can be redeemed with some patience and guidance. But not every creature can be saved, some are too far gone and must be smited for the greater good.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Empowered Weapon. As an action, you can imbue one weapon that you are holding with holy fire, using your Channel Divinity. For 1 minute, the weapon gains a +1 bonus to attack and damage rolls, and deals an additional 1d6 fire, or 1d6 radiant damage on hit. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Aura of Burning Light. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you wreath yourself in holy flames for 1 minute, shedding bright light in a 20-foot radius and dim light 20 feet beyond that. Enemies in the bright light take 1d4 Fire and 1d4 Radiant Damage the first time they enter the area, and when they start their turns in the area. Fiends and undead must make a wisdom saving throw against your spell casting modifier at the start of their turn, or be frightened of the paladin until the start of their next turn. Enemies with total cover from the Bright Light are unaffected.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Light Seeker Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Unusual Origins
You're unusual origins as a paladin have given you additional options for answering your new calling, due to the unique skill set you've retained from your previous life. Choose either the Gunslinger, or the Dual Wielder options below.
Dual Wielder
In your previous life, you were a skilled duelist, conquering foes with your agile attacks and unrelenting assault. You have learned to transfer this unique skill set to your new calling to serve the light. Grants you the Two-Weapon fighting style, proficiency with the stealth skill, and the Light Striker Feat.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Light Striker
When you use your divine smite, you may use your bonus action to make two melee weapon attacks with your off hand instead of one. This ability does not stack and must be used the same turn it is granted or it is lost.
Gunslinger
In your previous life, you were a skilled marksman with superior knowledge of the latest technologies available to you. You have learned to transfer this unique skill set to your new calling to serve the light. Grants you the Archery fighting style, Gunsmith, and Light Slinger Feats. You gain Proficiency with Firearms.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Gunsmith
You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Light Slinger
You have learned how to use your smite with ranged weapon attacks, but forgo the ability to do so with your melee attacks. At 11th level, your ranged weapon attacks deal an extra 1d8 radiant damage.
Aura of Warmth
Beginning at 7th level, a warmth emanates from you in a protective barrier burning and weakening unnatural threats. You and friendly creatures within 10 ft. of you have resistance to damage from spells, and cold damage from natural threats.
At 18th level, the range of this aura increases to 30 feet.
Hostile Retaliation
You’ve learned to hurl light at would be attackers, punishing them for attempting to do you and your allies harm. Whenever an enemy misses an attack roll against you or a creature you can see within 30 feet of you, you can use your reaction to deal 2d8 + your Charisma modifier radiant damage to the attacker.
Unyielding Light
At 20th level, you have mastered your inner light gaining the ability to cast faerie fire, and to manifest your inner light in defense of your sacred oath, outlining yourself in bright light of a color of your choosing. As a bonus action, you gain the following benefits for 1 minute:
You emit bright light in a 60 ft. radius, and dim light 60 feet beyond that. You may cast faerie fire at will, originating from any point within the radius of bright light, without expending a spell slot, and without requiring concentration. Objects and creatures affected by your faerie fire are outlined in the same color as you, and the effect ends when your transformation ends.
Your speed is doubled, you gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Cast a Spell (casting time 1 action only), Dash, Disengage, Hide, or Use an Object action.
After activating this ability, you can’t do so again until you finish a long rest.
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