Paladin
Base Class: Paladin

 

Paladins of the Oath of Brilliance are a prideful breed, boasting tremendous power and championing unassailable morals. Known sometimes as Sun Knights or The Golden, their worship of deities that represent The Sun has gained them a distaste for creatures of the night. Those willing to humble themselves may find an ally in an Oath of Brilliance Paladin provided that the path is true and any corruption found along the way is burnt out.

TENETS OF BRILLIANCE

The tenets of the Oath of Brilliance are determined by the paladins themselves, however they generally emphasize the following ideals.

The Sun. The Sun and all it shines over is worthy of respect. Those that favor the dark are often untrustworthy and have sinister goals.

Pride. Your pride is your strength as it should be for others. You do not hate those that are weaker than you, regardless of their actions against you, they deserve naught but pity.

Light. Light is paramount to the survival of life, those who shun the light are in need of reeducation or destruction.

Composure. Your ferocity in battle is to be tempered by a soft demeanor, as The Sun travels through the heavens in a calm path you must not let your emotions alter your course.

Channel Divinity

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

Cruel Sun. Whenever you deal radiant or fire damage you may activate your channel divinity to interchange the two damage types to your preference. Fire damage becoming radiant or vice versa. Additionally you may add 2d8 of extra damage of the chosen type to the attack total.

Shard of Light. You may use your channel divinity to bolster your weapon with the power of The Sun. For 1 minute your weapon radiates bright light in a 5ft radius and dim light in a 10ft radius. This light is sunlight. Additionally, you deal 1d8 radiant damage per attack and if you successfully deal damage to an Undead or Fiend, once per turn they must make a Wisdom Saving throw or become turned for one minute. 

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Due to licensing issues, these spells have not been added to the class as standard. Please create yourself a homebrew magic item in order to give your character access to these spells! 

Oath of Brilliance Spells
Paladin Level Spells

3rd

burning hands, compelled duel

5th

heat metal, scorching ray

9th

fear, fireball

13th

fire shield, wall of fire

17th

dawn, flame strike

Aspect of Sunshine

You are strongest with The Sun at your back and weakened by its absence. From 7th level, whilst in sunlight you gain advantage on Strength based attacks, Strength Checks and Strength Saving Throws. Conversely, when in darkness, magical or otherwise, you suffer disadvantage on Strength based attacks, Strength Checks and Strength Saving Throws. Light sources other than the sun such as torchlight or the light cantrip counteract the disadvantage but do not grant advantage.

At 18th level, you have attuned your body to channel sunlight to the extent that even light sources that are not sunlight grant the same advantages as sunlight.

Prideful Charge

Starting at 15th level, whenever you cast a damage dealing spell that can be cast at higher levels and has a range other than touch, you may use a bonus action to contain it with a free hand and delay the casting. Each turn you delay this spell (including the turn in which the spell was delayed) you can use a bonus action to increase the level of the spell by one without consuming a higher spell slot, up to a maximum of three times per spell. Potentially casting it at a higher level than you are able to cast normally.

Upon increasing a spell's level by three levels you cast the spell as a bonus action on your next turn. At any point in the charging process you may use a bonus action to discharge the spell at its current raised level instead of charging it further.

To accomplish this you must concentrate as if concentrating on a spell and if you lose concentration the spell fails. You may not cast or concentrate on any other spells whilst using this feature.

You may use this feature a number of times equal to your Charisma Modifier (Minimum of 1) and regain all uses when you complete a long rest.

Avatar of the Midday Sun

At 20th level, you can become an avatar of The Sun itself, taking on an otherworldly celestial appearance. You appear as a shining white and red silhouette, your features indistinguishable in the bright light emanating from your body. 

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You radiate an aura of bright sunlight in a 30ft radius, awarding you any perks from class features that require sunlight. Any Undead or Fiends within your aura gain disadvantage on attack rolls.
  • You or any conscious friendly creatures within your sunlight aura have negative status conditions burned away and cured, including levels of exhaustion at a rate of one level at the start of each of your turns as The Sun's energy invigorates their very being.
  • You gain resistance to all damage types.
  • You no longer require a free hand to use your Prideful Charge feature, the spell instead orbits around your head until you choose to release it.

If you fall unconscious this feature ends and once you use this feature, you can’t use it again until you finish a long rest.

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