Oath of Radiance

by Mizukami

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Oath of Radiance

Those following the Oath of Radiance are resolute devotees of the light who have sworn to help the sick and protect the weak. These traveling Paladins call upon the powers of light and the burning sun to smite their enemies, defend their allies, and heal the sick.

Art 1 by: Lorenz Basuki (ArtStation)
Art 2 by: James Ryman (Wizards of the Coast)

Subclass by: Mizukami


Tenets of Radiance

The Tenets of Radiance are iron clad. Paladins who follow this path do so not because they are told this is how they should be, but instinctively are. Those who are the Oaths of Radiance may be any variation of Good, though most are seen as Lawful Good.

1 Piety. I am in service to the gods of life and light
2 Protection: Defend those who are unable to defend themselves.
3 Mercy: Absolve those who show genuine remorse and willingness to change.
4 Nurture: Show others how to become better versions of themselves.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Radiance Spells
Paladin Level Spell
3rd guiding bolt, hellish rebuke
5th gentle repose, spiritual weapon
9th beacon of hope, mass healing word
13th death ward, sickening radiance
17th dawn, wall of light

Channel Divinity

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


Divine Radiance. You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you conjure a burst of light and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Paladin level on a failed saving throw, or half as much damage on a successful one. A creature that has total cover from you is not affected.


Healing Light. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can see you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1).

Warding Glare

Starting at 7th level, you can interpose divine light between your allies and an attacking enemy. When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Solar Champion

Starting at 15th level, you gain mastery with the effects of sunlight. Whenever you would deal radiant damage, the target takes an additional amount of damage equal to half your Paladin level. This amount is doubled against an undead creature.


Shining Beacon

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. At 20th level, you become wreathed in a luminous aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you or a friendly creature within your aura with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Charisma modifier.

 

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