Paladin
Base Class: Paladin

Tenets  of Light

While there is no holy scripture to describe the path of the Light, those who follow it are bound to find themselves filled with the same sense of right and wrong.

Perpetuation: when you encounter darkness, you must see to it that light is produced and the dark retreats for now.

Courage: you must never shy away from the dark, and face your mission with a strong heart.

Hope: You must stand as a hope that the Dark won’t last forever.

Channel Divinity

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

Dispel Darkness: As an action, you present your holy symbol and speak a word of light, and permanently dispel any magical darkness within 60ft of you.

Turn the darkened: As an action, you present your holy symbol and channel divine energy through it, causing any fiends or aberrations within 30 ft of you to make a wisdom saving throw. On a failed save, any fiend or aberration within 30 ft of you is turned for 1 minute or until it takes damage.

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 additional spells at the paladin levels listed.

  • 3 - Guiding Bolt, Cure Wounds
  • 5 - Lesser Restoration, Zone of Truth
  • 9 - Daylight, Dispel Magic
  • 13 - Banishment, Guardian of Faith
  • 17 - Mass Cure Wounds, Greater Restoration

Aura of Warmth

 Starting at 7th level, you emit an aura of comfort and safety, as the warmth of the Light washes over your allies. You and any friendly creatures within 10ft of you have resistance to cold damage, and suffer no negative effects of cold temperatures. This radius increases to 30ft at 18th level.

Body of Light

Starting at 15th level, you have immunity to radiant damage, and if you take radiant damage, you regain hit points equal to half the damage you would’ve taken.

Gleaming Protector

At 20th level, you can temporarily shed your mortal husk and transform your spirit into a true embodiment of the light. Your body momentarily disintegrates, and you transform into a radiant ball of pure light.

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

  • Any creature can enter and exit your space freely, but if a hostile creature enters your space or starts their turn there, they take 1d12 radiant damage and are blinded until the start of your next turn.
  • You cannot attack, but you gain a flying speed of 30ft and can hover. 
  • You have immunity to all damage except psychic
  • any friendly creature in your space has resistance to all damage except psychic, and they regain 1d8 + your CHA modifier at the start of your turn.
  • You shed bright light for 60ft, and dim light for an additional 30ft.

 

Aura of Warmth

 Starting at 7th level, you emit an aura of comfort and safety, as the warmth of the Light washes over your allies. You and any friendly creatures within 10ft of you have resistance to cold damage, and suffer no negative effects of cold temperatures. This radius increases to 30ft at 18th level.

Oath Spells

You gain additional spells at the paladin levels listed.

  • 3 - Guiding Bolt, Cure Wounds
  • 5 - Lesser Restoration, Zone of Truth
  • 9 - Daylight, Dispel Magic
  • 13 - Banishment, Guardian of Faith
  • 17 - Mass Cure Wounds, Greater Restoration

 

Body of Light

Starting at 15th level, you have immunity to radiant damage, and if you take radiant damage, you regain hit points equal to half the damage you would’ve taken

Gleaming Protector

At 20th level, you can temporarily shed your mortal husk and transform your spirit into a true embodiment of the light. Your body momentarily disintegrates, and you transform into a radiant ball of pure light.

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

  • Any creature can enter and exit your space freely, but if a hostile creature enters your space or starts their turn there, they take 1d12 radiant damage and are blinded until the start of your next turn.
  • You cannot attack, but you gain a flying speed of 30ft and can hover. 
  • You have immunity to all damage except psychic
  • any friendly creature in your space has resistance to all damage except psychic, and they regain 1d8 + your CHA modifier at the start of your turn.
  • You shed bright light for 60ft, and dim light for an additional 30ft.

 

Comments

Posts Quoted:
Reply
Clear All Quotes