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# Sacred Oath: Solar Champion The skeletal soldiers crept in eerie silence toward the temple that sat in the dark, barely lit by the sliver of a moon. No candles or torches were lit, the attack was planned for the darkest night the Lich's Augur could discern. Gentle snoring issued forth from the unbarred portal. This night, the relics below the temple would change hands, this night, they would become weapons of war against the living. Dozens of undead warriors and their necromancer handler surrounded the temple. The only windows were forty feet up sheer walls, and there was only one door. The faintest smell of woodsmoke and incense drifted through the air - somewhere deep within, a hearth was lit, keeping stew and travelers warm for the night. The vestibule itself was much larger than most - The interior was black as pitch, there were no windows in this section of the temple, only long, dark shelves running the length of the room. Unbreathing warriors shuffled into the entryway, quiet and careful, swords and daggers drawn, held aloft in tireless limbs. Still the snoring echoed in the chamber, louder now to those creatures that had crossed the threshold. The mass of undead pressed into the vestibule - those deepest into the entryway were met by a locked iron gate separating the unusually large vestibule from the temple proper. Still, it was nothing that couldn't be dealt with. Now that they were here, they could have the gate open and start the slaughter before an alarm could be raised. The Necromancer strode forward and raised his hand as he muttered something under his breath. The lock opened easily as a knocking noise echoed through the room. A merest fraction of a moment after the caster's spell opened the door, the snoring stopped, and the room lightened. In the corner furthest from the gate, up on one of the shelves, a glow arose - sunlight - almost like someone lighting a lantern. After that, more lights followed. The room was washed in brilliant sunlight from a dozen points around the room up on the raised shelves. Shelves, it would appear, that were actually bunks. Before the undead could react, it was over. The twelve Knights of the Solar Order leaped to the ground, swords and axes in hand, and cut down the beasts. As quickly as they had broken in, the dead were again still, and the Necromancer was bound and gagged. While most of the paladins were busy filling a pyre with the undead to commit to holy fire, or cleaning the floor of whatever effluvia spilled from them, a pair of senior knights rode hard for the Capitol, with the necromancer in tow and a writ for the dungeonkeeper. The entire ordeal was over before the pilgrims and vagrants sheltered inside had awoken for the day. Before the cockerels signaled the dawn, the Knights remaining at the temple had begun to serve breakfast and map out routes for travelers. \columnbreak #### Sacred Oath: Solar Champion Solar Champions hail from temples dedicated to the sun, or to Sun Gods. They embody the spirit of giving, and temples with Solar Champions often have large dormitories for vagrants and vagabonds to shelter in for as long as they like. This generosity is bred in equal measure with their viciousness when it comes to enemies of the light - Undead, Lycanthropes, Dwellers of The Dark Places. Where a Solar Champion treads, shadows flee before them. ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | Level | Features |:---:|:---: | 3rd | Oath of the Solar Champion | 7th | Coronal Aura | 15th | Inner Light | 20th | Nova #### Tenets of the Sun The Tenets of the Solar Temple are ancient, and many other orders have started with an approximation of these guiding principles. The Sun is a life giver, So potent that even it's merest reflection on the moon is enough to light up the darkness of night. **Boldness.** Like the sun, burn eternally bright and warm. Fill the room with your radiance and let none dampen your joy. **Rise like the Sun.** Rest deep, but rise fast - None can stop the rising of the sun, and none can prevent you from attending to your duties. **Light Provides.** As the summer sun brings forth the bounty of the fields, let your charity feed those in need. **Sol Invictus.** When all is lost, be the dawn at the edge of night. You are never truly conquered. **Searing Fury.** Burn away the darkness like the summer sun burns away the fog. Oppose evil in all it's forms. #### Oath Spells | Paladin Level | Spells |:---:|:---: | 3rd | *faerie fire, guiding bolt* | 5th | *lesser restoration, moonbeam* | 9th | *crusader's mantle, daylight* | 13th | *fire shield, sickening radiance* | 17th | *flame strike, greater restoration* \pagebreak #### Channel Divinity: Bright Eyes You can use your Channel Divinity to pierce through any darkness, magical or otherwise. For one minute, You ignore the effects of magical and natural darkness and dim light within 120 feet. #### Channel Divinity: Heroic Kindness You can use your Channel Divinity to fill the hearts and bellies of your allies. Select up to six allies, they are provided enough nourishment to sustain a creature for one day. Additionally, they have advantage on Constitution saving throws to avoid exhaustion due to environmental factors such as extreme cold or heat until they finish a long rest. Finally, every ally affected by Heroic Kindness may use their reaction to roll a number of hit dice equal up to your Charisma modifier, and regain that many hit points. #### Coronal Aura Starting at 7th level, you and friendly creatures within 10 feet of you are resistant to radiant and fire damage. As a bonus action you may choose to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. At 18th level, the range of this aura increases to 30 feet. #### Inner Light Beginning at 15th level, you are immune to radiant damage and fire damage. #### Nova Starting at 20th level, you are able to momentarily channel a sliver of the sun. You can cast the *sunburst* spell, centered on yourself, without consuming a spell slot. You and your allies are unaffected by the spell. For 1 minute after casting the spell, you may direct the sun's searing light to protect your allies. When an ally within 30 feet of you is hit by a melee attack, the attacker takes radiant damage equal to your Charisma modifier. Once you use this feature, you must finish a long rest before you can use it again. ##### Author Info ___ Sacred Oath: Solar Champion by Dave Thompson (Alchahest)
Discord: Dave#7137
Art Credit: Cassandre Bolan - https://www.artstation.com/artwork/baKvBG . Used without permission. - Sacred Oath: Solar Champion by Dave Thompson (Alchahest) 2019