Oath of the Sun

by Hamlord21

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Archetypes of Iksiliea v-1.0

Oath of the Sun

Tenets of the Sun

While the wording may vary from person to person, all paladins who share this oath are bound by these tenets.

The Sun Rises. The Sun has risen each day time immemorial, and so must you. Every day people are in need of your help, and you must be ready to rise for them.

The Sun Blazes. The Sun is a source of life, but also dangerous. Remember this, as you must be as well. Aid others and protect the weak, but remember to strike down those whom fear the Sun's light.

The Sun Sets. The Sun must set, allowing the world to rest. Remember that even those whom shy away from the Sun's glory, can be redeemed in time. If you believe an opponent can be redeemed, then do so.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Burning hands, Hellish Rebuke
5th Darkvision, Scorching Ray
9th Blinding Smite, Daylight
13th Elemental Bane, Fire Shield
17th Immolation, Wall of Light

Channel Divinity

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

The Sun's Gaze As a bonus action, you embody the Sun's penetrating gaze, allowing none to escape you. You gain the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet, and you have advantage on Wisdom (Insight) checks, for the next 10 minutes

Nova of the Gods As a bonus action, you channel the relentless heat of the Sun. For the next minute, whenever you would deal Radiant damage, you deal Fire damage instead

In addition, whenever you roll die for Fire damage, you can reroll any roll of 1 on any of the damage dice, but you must use the new roll, even if it is another 1.

Incandescent Aura

Beginning at 7th level, you learn to use the Sun's light to protect your allies. Whenever a creature you can see makes an attack roll against you, or an ally within 10 feet of you, you can use your reaction to try to blind the attacker. The attacker must make Constitution saving throw. If the creature is immune to the Blinded condition, they automatically succeed. On a failed save the creature is has disadvantage on the attack roll.

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

Sentinel of the Sky

Starting at 15th level, your vision is as eternal as the Sun itself. While you are outside, enemies cannot benefit from half or three quarters cover from your weapon attacks or spells.

In addition you have advantage on saving throws to resist being Blinded.

One with the Sun

At 20th level, as an action, you can become an inferno that rivals the Sun itself. Flames cover your skin, your eyes glow bright, and your hair turns into a wicked blaze. This transformation lasts a minute, and grants the following benefits:

  • You are immune to fire damage.
  • All of your melee weapon attacks deal an extra 1d8 of fire damage.
  • Whenever a creature within 5 feet of you hits you with a melee attack, they take 2d6 Fire damage
  • Whenever you cast a Paladin spell that has a casting time of 1 action, and deals fire damage, you can cast that spell as a bonus action instead.

Once you use this feature, you cannot do so again until you finish a Long Rest.

 

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