Oath of the Dawn
Bathed in the first light of the rising sun, Paladins who swear the Oath of the Dawn become beacons of hope and fire, guiding their allies from the shadows of despair. With every strike, they wield the radiance of dawn itself, burning away darkness and inspiring those who stand beside them to rise anew.
Tenets of the Dawn
The tenets of the Oath of the Dawn emphasize hope, guidance, and purging darkness with radiant light:
- Ignite Hope: Be a beacon of hope to the downtrodden. Let your flame kindle courage in the hearts of the weary.
- Purge Darkness: Seek out and destroy evil and corruption, driving it into the light of truth.
- Guide the Lost: Lead those who stray in darkness toward the path of redemption and renewal.
- Rise with Resilience: Like the dawn after night, never give in to despair or failure.
Oath Spells
Your Oath Spells reflect the radiant and flame-based nature of this subclass: Here is the list of Oath Spells presented in a table:
| Paladin Level | Spells |
|---|---|
| 3rd | Faerie Fire, Burning Hands |
| 5th | Scorching Ray, Flame Blade |
| 9th | Daylight, Beacon of Hope |
| 13th | Sickening Radiance, Divination |
| 17th | Flame Strike, Dawn |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Scorching Rebuke. As an action, you unleash a wave of radiant fire to punish your foes. Each creature of your choice within 15 feet takes 1d10 fire or 1d10 radiant damage. Creatures damaged by this feature have disadvantage on their next attack roll before the end of their turn.
Dawn’s Grace. As an action, you channel divine light to inspire and protect your allies. Each ally of your choice within 15 feet regains hit points equal to 1d10 + your Charisma modifier and gains temporary hit points equal to your paladin level. While having the temporary hitpoint you gain adavantage on spells and effects agienst frighten or charm effect and give 10 feet of dim light.
Aura of Guiding Light
Starting at 7th level, your aura radiates a cleansing light that dispels darkness and reveals the truth. The aura extends 10 feet from you in every direction, but not through total cover.
Allies within 10 feet gain advantage on saving throws against being frightened or charmed. Additionally, you can see through any darkness as if you where in daylight.
The range of this aura increases to 30 feet at 18th level.
Dawnfire Smite
Starting at 15th level, When you hit a creature with a melee weapon attack and expend a spell slot to use Divine Smite, the attack deals extra fire damage equal to your Charisma modifier (minimum 1).
Additionally, the target glows with radiant fire until the start of your next turn or until it is hit by another attack. The next attack roll made against the target before then has advantage.
Avatar of the Dawn
At 20th level, you can become a radiant embodiment of dawn’s light, a paragon of renewal and wrath. As an action, you transform for 1 minute, gaining the following benefits:
Daybreak Retribution Your weapon attacks deal an additional 1d6 fire and 1d6 radiant damage.
Wings of First Light You gain a flying speed of 60 feet, and you shed bright light in a 30-foot radius and another 30 feet of dim light. This light counts as sunlight.
Motes of Dawn When you activate your transformation, you choose a number of allies up to your Charisma modifier (minimum 1) within 30 feet. Each chosen ally receives a Mote of Dawn, a glowing ember of light that lasts for 1 minute that that produces bright light up to 15 feet and dim light to 15 feet and it counts as sunlight. When an ally has a Mote of Dawn, they can use their Bonus action to activate it on there turn and gain one of the following benefits:
- Burning Strike: Their next weapon or spell attack deals extra radiant damage equal to your Charisma modifier.
- Soothing Light: They immediately regain hit points equal to Twice your Charisma modifier.
- Blazing Ward: The next attack against them before the start of their next turn is made at disadvantage.
- Purging Flame: They can immediately end one condition affecting them (blinded, charmed, frightened, paralyzed, or poisoned).
Once you use this feature, you can’t use it again until you finish a long rest.