Paladin Sacred Oath: Oath of the Sun
The Oath of the Sun binds a Paladin to become a beacon of
hope in the life of others. Sometimes called Sun Knights
and Lightbringers, they are sent to the darkest corners of
the land, to fight despair and hopelessness. Always doing
their best to hold their heads high, these paladins nurture
even the slightest glimpse of hope. For this feeling may
grow from a small flickering flame to a raging bonfire.
They are often devout followers of gods of light, hope,
and protection, such as Lathander, Helm, Ilmater, and
Torm. However, they may dedicate their devotion to helping
the victims of catastrophes or wars. Nevertheless, these
paladins are symbols of courage. They often engrave their
armors and helms with images of the sun or flames, and, at
dawn, they can be found in prayer, facing the rising sun.
Tenets:
The tenets of the Oath of the Sun focus on inspiring others and dissipating darkness. Passed down in tomes and prayers, they are divided into five base tenets:
Light the Beacons. Take your flame to the darkest
places and inspire those around you to come together for
the greater good.
Find Light In The Darkness. Those at their worse are
those in greater need of guidance and hope.
Guiding Light. Lead the doubtful ones, be bold and take
the first step.
Pass The Torch. Know when to nurture the light in
others and let them shine. Lend them your flame.
Shining Life. Life is the greatest gift of all and has no
meaning without light in it. Share this gift through laughter,
beauty, or kindness.
Oath Spells:
You gain oath spells at the paladin levels listed.
Channel Divinity:
When you take this oath at 3rd Level, you gain the following
two Channel Divinity options.
Light the Beacons. As an action, you enchant a number
of weapons and ammunition you can see within 30 feet of
you. The amount of melee weapons you can target with this
feature is equal to your Charisma modifier. For each melee
weapon you would enchant, you can instead enchant 2
pieces of ammunition. For 1 minute, each enchanted
weapon and piece of ammunition sheds bright light in a 20-
foot radius and dim light for an additional 20 feet and deals
an extra die of fire damage on a hit.
Nova. As an action, you present your holy symbol which bursts into raging flame and you can cause each hostile creature within 10 feet of you to make a Wisdom saving throw. If the creature fails its saving throw, it takes your level as fire damage and gains vulnerability to fire damage until the end of your next turn. If it succeeds its saving throw, it takes half your level as fire damage.
At 18th level, the range of this channel divinity feature increases to 30 feet.
Oath Abilities:
Punishment of the Sun
Punishment of the Sun
3rd-Level Paladin Feature
You can channel the duality of life into your weapons. Whenever you use your Divine Smite class feature, you can choose to deal Fire rather than Radiant damage.
Sun's Warmth
Sun's Warmth
7th-Level Paladin Feature
You and all friendly creatures within 10 feet of you have resistance to fire and cold damage, and can tolerate temperatures as low as -50 degrees Fahrenheit and as high as 300 degrees Fahrenheit. Additionally, when you deal fire damage, you can choose to deal radiant damage instead.
At 18th level, the range of this aura increases to 30 feet.
Mother Above
Mother Above
15th-Level Paladin Feature
You gain an additional use of Channel Divinity. In addition,
Light the Beacons. The number of weapons you can effect is doubled. The time increases to 10 minutes. Add your CHR modifier to the fire damage.
Phoenix Form
Phoenix Form
20th-Level Paladin Feature
As an action, you invoke the power of the sun to suffuse your body with life and light.
You emanate The aura of Phoenix. For 1 minute,
- Bright sunlight shines from you in a 120-foot radius, and dim light shines 240 feet beyond cutting through any darkness.
- You become Immune to Fire and all physical attacks
- You gain flaming wings that grant you a fly speed of 60ft.
- Once per turn, as an action you can use your ultimate attack, Pheonix's Fire. The creature must make a Constition saving throw, on a failure they die instantly. On a success they take 12d12 fire damage and fall prone.
Once you use this feature, you can’t use it again until you finish a long rest.