Sacred Oath - Oath of the Fist of Light

by N. Rieth, Zlviox

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Sacred Oath

Oath of the Fist of Light

Some paladins wish not for the divine fury of steel, but rather bring the wrath of their belief to their enemies through a simple fist. Paladins who take up this oath take the fight to their enemies, and hold resolute in the face of absolute evil.

Tenets of the Fist of Light

The tenets of the Oath of the Fist of Light pertain to standing as an unflinching and resolute power against darkness. Never backing down from a fight, and never fighting without cause.

Righteous Reason. Never fight without reason, for to fight without reason is live without cause.

Shine Through the Night. Dark is the night in which evil lurks. Let your fist be light opening the hearts of your enemies to oblivion.

Unflinching Zeal. Let your faith hold fast and let the radiant powers of dawn keep your body from bending to the will of evil and darkness.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Fist of Light Spells
Paladin Level Spells
3rd burning hands, faerie fire
5th enlarge/reduce, scorching ray
9th crusader's mantle, daylight
13th guardian of faith, wall of fire
17th bigby's hand, flame strike

Channel Divinity

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

Heaven's Hand. As an action, you imbue your fist with dive fury before slamming it into the ground in an expulsion of radiance. All creatures of your choice within 20 feet of you must succeed on a Dexterity saving throw or be pushed back 10 feet and knocked prone.

Fist of God. As an action, you utter a holy prayer, imbuing your fist with the holy light of your deity. For the next 1 minute, you emit bright light in a 10-foot radius and dim light 10 feet beyond that. A creature that starts its turn in the bright light must succeed on a Constitution saving throw or be blinded until the end of its next turn.

You can douse the light as a bonus action, ending the effect.

Fists of Light

When you take on this oath at 3rd level, your fists become vessels through which your deity passes judgment. Your unarmed strikes now deal 1d6 bludgeoning damage.

Additionally, you may use your divine smite feature whenever you successfully hit a creature with an attack from your unarmed strikes.

 

Aura of Light

Starting at 7th level, you exude a protective aura of light. This aura sheds calming, dim light from you in a 10-foot radius. Creatures of your choice within the aura have resistance to either bludgeoning, piercing, or slashing damage. Once the choice has been made, it cannot be changed until completing a long rest. You can emit this aura as a bonus action on your turn. It last until you dismiss it as a bonus action on your turn. or you fall unconscious.

At 18th level, the range of this aura increases to 30 feet.

Holy Strikes

Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Blazing Radiance

Beginning at 15th level, any creature of your choice that begins its turn in bright or dim light created by a spell or ability by you takes radiant damage equal to half your paladin level.

Body of Divine Light

At 20th level, you can swarm your body in bursting divinity as an action. For the next minute, you gain the following benefits.

  • Bright light shines from you in a 20-foot radius, and dim light shines 20-feet beyond that.
  • You gain resistance to all damage except for force and psychic damage.
  • You can make unarmed strikes against creatures within 15 feet of you, and your unarmed strikes deal force damage.
  • At the start of you turn, you regain 10 hit points if you aren't unconscious or incapacitated.| d8 | Loot | |:---:|:-----------:| | 1 | 100gp | | 2 | 200gp | | 3 | 300gp | | 4 | 400gp | | 5 | 500gp | | 6 | 600gp | | 7 | 700gp | | 8 | 1000gp |
 

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