Oath of Radiance
Oath of Radiance is a vow, sworn by those wishing to lead and to strike down the injustice around them and be a figure of virtue that all around them look upon for guidance, wisdom and strength. Being an avatar of the righteous glory that lights the way.
Tenets of Radiance
- Burn Away Corruption. The corrupt must be cleansed through flames, lest they bring their corruption to those around them.
- The Light of Prosperity. Be the shining example that those who are lost may follow.
- Fear Not The Shadows. Don't cower in the face of darkness and let the inner light guide your path.
- Shine The Path. It is not enough, to just cleanse the corrupt and those who hide in darkness. One must also light a path to rebuilding.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | Faerie Fire, Heroism |
| 5th | Heat Metal, Aganazzar's Scorcher |
| 9th | Aura of Vitality, Blinding Smite |
| 13th | Fire Shield, Wall of Fire |
| 17th | Flame Strike, Immolate |

Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Reveal The Wicked. You can use your Channel Divinity to reveal those who hide in darkness. As an action, you can summon a small sun which starts shining in a 30 feet radius, revealing all hidden and invisible creatures. For the next minute while Reveal The Wicked is active, all hidden and invisible creatures are revealed inside the area as a spotlight shines down upon them.
Flaming Gaze. You can use your Channel Divinity to incinerate those you deem corrupt. As an action you can channel the sun through your gaze and choose one creature you can see within 60 feet. The target creature must make a Wisdom saving throw or begin incinerating to its very core, taking a number of d8’s equal to your proficiency bonus in fire damage. For the next minute, on subsequent turns as an action you can focus the scorching heat in its soul to cause it to cause it to take the same number of d8’s in fire damage again. This effect end prematurely if the creature leaves this range.
Aura of Light
Starting at 7th level, you radiate with a fraction of the suns glow, blinding any whom would oppose you. You emit bright sunlight in a 20-foot radius and dim light for an additional 20 feet. You may end this light or emit it once more as a bonus action.
Additionally you gain an aura that extends 10 feet from you in every direction, but not through total cover. Whenever a hostile creature first enters the aura on its turn or starts its turn there, it must make a Constitution saving throw. On a failure it is blinded by the light for the next minute. At the end of each of its turns it may repeat the saving throw, ending the effect on a success. After a creature succeeds on a saving throw for this feature, it is immune to it for the next 24h.
Aegis of Flames
Starting at 15th level, your might and brightness has grown powerful enough to repel even the mightiest of foes. Your Aura of Light range increases from 10 feet to 30 feet. Whenever a creature makes an attack against you while within 5 feet of you, it gains disadvantage on the attack as flames radiate around you, making you harder to hit.
Flaming Soul
At 20th level, you gain the ability to harness the power of the sun to transform and cleanse all that is corrupt and protect all that is righteous. As an action, you can magically become an avatar of radiance, gaining the following benefits for 1 minute:
- You gain immunity to radiant and fire damage.
- Your light from Aura of Light increases to 40 feet of bright light and 40 feet of dim light.
- Hostile creatures within your bright light take radiant damage equal to half of your paladin level at the start of their turns and allies receive temporary hit points equal to your paladin level at the start of their turns as well.
Once you use this feature, you can't use it again until you finish a long rest.