Base Class: Paladin
The Oath of the Dawn is a commitment to the absolution of all that thrives in the dark. When the forces of the Abyss and Night rise against those who cannot protect themselves, when the temptation of lichdom sweeps through an archmage, when the squamous denizens of the darkest places coming crawling forth - paladins will rise with all the heat of the sun and stand as a torch against the darkness. To these paladins, there is nothing more important than holding back the tide of shadows for as long as possible, regardless of the personal consequences.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blinding Light. As an action, you present your holy symbol and speak a prayer of retribution, using your Channel Divinity. Choose one creature within 30 feet of you that you can see. That creature must make a Constitution saving throw, unless it is immune to being blinded. Fiends and undead have disadvantage on this saving throw.
On a failed save, the creature is blinded and takes 1d8 radiant damage.
On a successful save, the creature is blinded until the end of their next turn, and takes no damage.
Sunmark. As a bonus action, you can choose a creature within 60 ft. and cause a burst of radiant energy to mark them. Until the end of your next turn, all melee attacks against the creature have advantage.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Dawn 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 |
Heatwave
By 7th level, your attunement to the sun's light has empowered your strikes. Once per day when you hit a creature and choose to use your divine smite you channel the stored solar energy within you into the blow. You can choose deal maximum damage. When you choose to do this, you must make a Constitution saving throw. On a failure, you take half of the damage you dealt. On a success, you take no damage.
Soul of Dawn
Starting at 15th level, the sun itself fuels your very being. You gain resistance to fire and radiant damage, and you no longer need to make a constitution saving throw while using your Heatwave ability. Additionally, all of your melee weapon attacks deal an additional amount of fire or radiant damage equal to your level.
Improved Heatwave
When you use the level 7 Oath of the Dawn ability "Heatwave," you no longer need to make a saving throw, and will no longer take damage from the effect.
Solar Soul
At 20th level, you can assume the form of a solar. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Burning wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate an aura of heat in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become charmed of you for 1 minute or until it takes any damage. Attack rolls against the charmed creature have advantage.
- As an action, you can choose to end the effect. When you do so, every creature in 30 ft. must succeed on a DEX saving throw (DC {{savedc:dex}}) or take 20 radiant damage and become blinded until the end of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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