Paladin
Base Class: Paladin

Paladins that have chosen the "Oath of the Solar Voyager" have devoted their life to living under it's ruling and beliefs. The Solar Voyager is a fairly recent god and was given its power by the god "Primus" 

Ghostly Orb

Beginning at 3rd level, you gain creature named a "Bodach".

Flash

Beginning at 3rd level, you can "Flash", moving rapidly up to 20 feet in one direction of your choice. If you choose to use this ability, you can only move half your movement speed for the rest of your turn. If you Flash into a creature, you can use an action to make a melee attack against them. On a hit, they are dealt the normal damage and are also pushed 10 feet back. If they hit a wall or large object, they take an additional 1d8 Force damage.

Channel the Voyager

Beginning at 7th level, you gain one of these abilities.

Ghostly Presence. When reduced to 0 HP, instead of falling unconscious, you become an orb of light, reaching one foot in diameter. You cannot deal damage or be dealt damage and you cannot move though you maintain all senses. If an allied creature is within a 10 foot space when you start your turn, you revert to your original form on 1 HP.  Once you use this feature you cannot use it until you finish a short or long rest.
Sun-Given Power: At the beginning of each day, you choose and gain one of these benefits (This bonus lasts only until you use this feature again):
Golden Treads: Your movement speed increases by 20ft as a bonus action you can activate the treads, for 10 minutes you have a flying speed equal to your movement speed as long as you are in bright or dim light. 
Dawn's Smite:  You pick a non-magical weapon and it becomes a +1 magical weapon.  This bonus increases to +2 at 11th level and to +3 at 15th level.
Sun's Brilliance: You build up magical energy inside and can release it with powerful results. As an action you can release this energy all at once each creature within a 20ft radius has to make a constitution saving throw, on a failure the creature is blinded until your next turn and takes radiant damage equal to twice your charisma plus Paladin level or half as much on a successful save and is not blinded. At 17th level the creature is stunned instead of blinded. This feature cannot be used again until you take a short or long rest.

Solar Explosive

Beginning at 15th level, When you take the dodge action, you create an explosive that lays on the ground and explodes once you finish your turn. The explosive deals 5d6 + 2 fire damage in a 15 foot radius to anything other than you. once you use this, you cannot use it again until you finish a short or long rest.

Voyager's Chosen

Beginning at 20th level, even though you cannot summon the full thing, you can summon a smaller version of the Voyager in your hands. As an action, you can whisper the words of the speaker to it and it will float 5 ft in the air before blowing up in a ball light, dealing 6d4 + your Charisma or Strength Modifier (your choice) in Radiant damage to any hostile creature in a 50ft radius.

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