Base Class: Paladin
This is a Sacred Oath that can be taken by paladins.
The Oath of the Sun binds paladins to the ideals of showing kindness, mercy, and compassion.The Oath values true neutrality, as its paladins, also called angels, balancers, kindle knights, and flamehands, strive to eliminate evil balance. They adorn their red and gold weapons and armor with flames, symbolizing rebirth and power. They believe that if balance is not maintained, the Eternal Flame will be extinguished and all life will cease to exist. In times of great danger to the balance, Paladins will arise and swear the Oath of the Sun to defeat the powerful forces of evil that threaten it.
Tenets of the Sun
The exact Tenets vary from Paladin to Paladin, but they all revolve around maintaining balance and gaining power.
Keep the Balance. Seek out and destroy strong forces of evil that threaten to overthrow the sacred balance and extinguish the Eternal Flame.
Initiative. Followers of the Sun must be proactive, and take charge of situations as the principle means of defeating evil.
Respect the Fire. Control over fire represents control over order and chaos. If unchecked, the flames can spread and destroy. When understood and tamed, it can create civilizations. Extinguish flames where they rage uncontrolled or burn too brightly. Bring fire to places of primitive cultures and teach them to harness it; light the darkness and bring warmth.
Rebirth. Cities may fall, fields may burn, dynasties may die: always from the ashes something new arises. On encountering destruction or death, plant the seeds for regrowth (be it for good or evil). On great personal failure – or physical or emotional wounds – take ownership, change, and arise like a phoenix.
- Bonus Cantrip
At third level when you take this Oath, you learn the Sacred Flames cantrip if you don't already have it from another source. As with your other spells, Charisma is your casting modifier for it.
- Oath Spells
You gain Oath spells at the Paladin Levels listed:
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Fiery Weapon. As an action, you can imbue a weapon that you are holding with fiery energy using your Channel Divinity. For 1 minute, the weapon deals an additional 1d8 fire damage, emits dim light in a 20-foot radius, and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon or if you fall unconscious, the effect ends immediately.
The extra damage increases to 2d8 at 9th level and 3d8 at 17th level.
Fan the flames. As an action, you can raise your holy symbol, which bursts into flames that sear the eyes of the unholy. All terrain within a 30 foot radius of you becomes difficult terrain and as hot as a roaring flame as the area becomes super-heated. A creature starting or ending its turn in this 30 foot area takes 1d10 fire damage. When a creature first enters the area they take 1d10 fire damage and must make a constitution saving throw or be forced to move out of the area due to the high temperatures.This Aura Lasts for 1 minute.
The extra damage increases to 2d8 at 9th level and 2d10 at 17th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
[Tooltip Not Found], Fireball |
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13th |
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17th |
Kindle Knight's Blessing
Starting at 7th level, your divine power aids your companions to strike down their enemies. You can use the help action as a bonus action on any ally within 10 feet of you. If this ally then hits on the attack that you are helping them with, they do additional fire damage on the attack equal to your Charisma modifier.
At 18th level, the radius of this effect increases to 30 ft. Additionally, if a friendly creature hits on an attack with which it had advantage due to your Kindle Knight's Blessing, you can use your reaction to Send A streak of Fire against the same target, dealing 4d8 Fire damage on a hit. (1d20+Prof+Charisma Mod) to Hit.
Out of the ashes
Starting at 15th level, when you have 3 failed death saving throws, your body and equipment turn to ash, a bright flash fills an area of 10 feet, creatures within this area must succeed a con save or be blinded until the end of your next turn, you must expend all hit dice and regain hit points equal to the total rolled + your con modifier, you appear 10 feet from where you were slain with all your equipment still on your person, You cannot Use this trait again till an long rest, In addition you have resistance Against Fire damage.
Holy Phoenix Knight
At 20th level, you can assume the form of a great fiery bird, emanating an aura of power and justice, a maelstrom of fire swirling around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is sunlight.
- You and all allies within 30 feet of you are under the effects of a protection from evil and good spell.
- You emanate an aura of the Eternal Flame in a 30-foot radius. Aberrations, celestials, fey, fiends and undead in the aura have vulnerability to fire and radiant damage.
Once you use this feature, you can't use it again until you finish a long rest.
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Posted Aug 28, 2024\[T]/
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Posted Aug 27, 2024\[T]/
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Posted Sep 5, 2023Absolute love this, it feels very balanced from what I can see so far, this saved me from creating a whole subclass for a single NPC in my home game! I'll comment back to let you know how it plays, praise the sun!
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Posted Mar 21, 2023\[T]/
PRAISE THE SUN!!!!
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Posted Jan 18, 2023\[T]/