Kira Sunblade stood at the edge of the dark forest, her blade shimmering with a light that pulsed from her unwavering conviction. As the cultists emerged, twisted by the shadows they served, she offered them a single chance: "Turn from your path, or be cut down." When they charged, Kira moved with purpose, her strikes searing through their ranks, fueled by her unshakable belief. Redemption had been offered; now only justice remained.
The Oath of Radiance is sworn by paladins who dedicate themselves to embodying light and justice in a world filled with darkness. Many of these paladins are drawn to the knightly order of the Light Bringers, where Lul’nir’s teachings of truth, justice, and redemption guide their path. However, they can also be found independently across Tavomia, bringing their unwavering commitment to protect the innocent and banish corruption, evil, and tyranny.
While most paladins of this oath strive for balance, offering mercy and redemption to those willing to repent, others fall into rigid zealotry. For these zealots, the world is divided into absolutes: light versus dark, good versus evil, with no room for compromise. This unyielding pursuit of purity can lead to inner conflict within their ranks, as the fine line between righteous justice and blind fanaticism becomes harder to discern.
Tenets of the Oath of Radiance
Paladins of the Oath of Radiance are guided by these principles:
- Banish Darkness: Wherever shadows linger, it is your sacred duty to bring light. Evil festers in hidden places, and you must ensure it has no sanctuary.
- Protect the Innocent: The defenseless are your charge, and their safety is paramount. You will sacrifice anything to shield the vulnerable, even your own life if necessary.
- Purge the Wicked: There can be no tolerance for corruption. Evil, once revealed, must be purged without hesitation, for to allow it to thrive is to betray your mission.
- Unyielding Duty: Never falter in your quest. Your resolve must be as unwavering as the light you embody, for the darkness is relentless, and only steadfastness will hold it back.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Radiance Spells table. See the Sacred Oath class feature for how oath spells work.
Level | Spells |
3rd | Bless, Sanctuary |
5th | Branding Smite, Flaming Sphere |
9th | Daylight, Spirit Guardians |
13th | Divination, Fire Shield |
17th | Hold Monster, Flame Strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Radiant Smite. As an action, you can imbue your weapon with radiant energy. For 1 minute, your weapon attacks deal an extra 1d6 radiant damage. If you strike an undead or fiend, they must succeed on a Constitution saving throw or be blinded until the end of their next turn.
- Radiant Judgment. You can use your Channel Divinity to invoke a judgment of light. As an action, present your holy symbol and choose a creature within 30 feet. That creature must make a Wisdom saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Aura of Radiance
Starting at 7th level, you emit an aura of bright light in a 10-foot radius. Creatures of your choice within this aura have advantage on saving throws against being frightened, and enemies starting their turn within this aura must succeed on a Constitution saving throw or be blinded until the end of their turn. At 18th level, the range of this aura increases to 30 feet.
Righteous Zeal
Starting at 15th level, when you reduce a creature to 0 hit points with a melee attack, you gain temporary hit points equal to your Charisma modifier + your paladin level. If the creature was undead or fiendish, you can immediately make another attack as a reaction.
Avatar of Radiance
At 20th level, you can assume the form of a radiant angel for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. Enemies within 10 feet of you must make a Constitution saving throw or be blinded until the end of their next turn. You also gain resistance to all damage except psychic and can move through objects as though they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. Once you use this feature, you can’t use it again until you finish a long rest.
Roleplaying a Paladin of Radiance
Paladins of the Oath of Radiance serve as symbols of hope and purity, but they also wrestle with the balance between justice and fanaticism. While many paladins strive to offer redemption, others become unyielding zealots who see no room for compromise. When roleplaying a paladin of Radiance, consider the following themes:
- Beacon of Hope: You see yourself as a light in the darkness, a source of hope for those lost to evil. How do others perceive you—are you a guide, or are your actions seen as harsh and uncompromising?
- Unyielding Resolve: Once you set your sights on a goal, nothing can stop you. You pursue justice without hesitation, but does this make you rigid, unable to see the gray areas between right and wrong?
- Redemption vs. Fanaticism: Do you believe that everyone is capable of redemption, or has your experience hardened you, making you a zealot who refuses to show mercy?
- Purge the Darkness: Evil must be eradicated wherever it festers. How far are you willing to go to ensure that no trace of darkness remains? What lengths will you take to see your mission through?
- Conflict Within: Your fellow paladins may struggle with the same questions of redemption and fanaticism. Do you side with those who believe in showing mercy, or do you align with those who believe only in purging the wicked without exception?
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