Paladin
Base Class: Paladin

 The Oath of the Solari has existed even before the Rakkor settled atop Mount Targon. While nearly all of their clan worship the sun, those who devote their whole lives to it are known as Solari. Sometimes called solar knights, sun knights, or solari soldiers, paladins who dedicate themselves to this Oath do so in the belief that the sun is the true source of all life and deserves to be revered and honored. Their armor is forged with symbols of the sun carved into them and even their weapons are shaped in a way that conveys idolization of the bright star.

 
 
 
 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Redemption Spells
 

Channel Divinity

You gain two Channel Divinity options:

Solar Flare - As an action, you call down a bean of solar energy on a creature. That target and all other creatures hostile to you within 30 feet of the target must make a Constitution saving throw. On a failed save the primary target is stunned until the start of your next turn. Any other creature that fails the save is blinded for 1 minute or until they take any damage.

Stand in the Sun's Light - As a reaction whenever a friendly creature within 60 feet of you is reduced to 0 hit points and not killed outright, you can present your holy symbol and call down a healing light from the sun. You can draw on all of your remaining Lay on Hands pool to restore an equal amount of hit points to that creature. They can also use their reaction to stand upright.

 
 

Zenith Blade

Starting at 7th level, As a reaction you can fling a blade of solar energy at an target within range. Make a spell attack against that creature. If the attack hits, you are pulled to the nearest unoccupied space of that target.

This movement doesn't incur opportunity attacks. this ranged spell attack can be a trigger for divine smite.

The creatures speed drops to 0 for the rest of the turn stopping any movement the target may have been taking.

 
 

Searing Light

 Starting at 15th level, your Solar Flare calls down an even harsher blast of solar energy, the Primary target of your Solar Flare also takes  radiant damage on a failed save.

 
 
 

Chosen of the Sun

At 20th level, as an action you can assume the true form of a solar being. Your body is silhouetted in a golden light. Your eyes take on an amber glow. You gain the following Benefits for 1 minute:

  • Enemy creatures that start their turn within 10 feet of you must make a Constitution saving throw. On a failure, they become blinded for the duration of your transformation
  • You have resistance to fire and radiant damage.
  • When you take the attack action on your turn, the first arrack deals an additional fire damage on hit, the second attack deals an additional radiant damage on hit.

You can only use this feature once per long rest.

 

 

Comments

Posts Quoted:
Reply
Clear All Quotes