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# Sacred Oath: Oath of Sunlight The Oath of Sunlight traces its origins from a faraway land of ancient lords, long forgotten. Though their gods are lost, their followers remain, spread out across the planes, flaming beacons of faith, and hope for the light. This oath calls to knights who band together towards a virtuous goal. Knights who follow the tenets of the sun are called Warriors of Sunlight. These warriors are well respected for their serene dispositions, their strength in battle, and the unfailing steadfastness of their will. #### Tenets of the Sun The tenets of this oath represents the pledge of knights belonging to a covenant of a foreign pantheon of gods from an age of fire, long ago. These tenets embody the divinity and longevity of the sun, as well as the camaraderie and partnership of fellow knights in the covenant. **Glory in Battle.** The path towards a righteous cause often crosses the battlefield. My blade must always be ready to overcome obstacles towards a noble pursuit. **Be as the Sun's Light.** The sun exudes warmth and brings forth life and security. For others, I must be the same. **Heroic Unity.** A shared quest is a worthwhile one. I seek others who share the same goals and ideals - cooperation is always the best way forward. **Never Go Hollow.** I will never give up on my goals, even if it leads to death. The only failure is hopelessness. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Sunlight Spells | Paladin Level | Spell | |:---:|:---:| | 3rd | *guiding bolt*, *thunderwave* | | 5th | *aid*, *silence* | | 9th | *lightning bolt*, *slow* | | 13th | *death ward*, *divination* | | 17th | *holy weapon*, *mass cure wounds* | #### Channel Divinity: Sunlight Blade As an action, you can use your Channel Divinity to imbue one weapon that you are holding with the energy of the sun, manifesting as lightning. For 1 minute, you add lightning damage equal to your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn (no action required). If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. \columnbreak #### Channel Divinity: Seek Guidance As an action, you can call upon the echoes of other heroes for guidance using your Channel Divinity, though some advice may lead you astray. For the next ten minutes, when you roll an ability check, you can reroll the d20 once, and you must use the new roll. #### Magic Barrier Starting at 7th level, you radiate a holy aura that protects you and your allies from the arcane. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. #### Bountiful Sunlight Starting at 15th level, your faith lends you the miraculous healing of the radiant sun. As an action, you can create an aura of restorative magic that lasts for one minute. While the aura is active, each creature of your choice within 10 feet of you regains a number of hit points equal to your Charisma modifier at the end of each of your turns. Once you use this feature, you can't use it again until you finish a long rest. At 18th level, the range of this aura increases to 30 feet. #### Lord of Sunlight At 20th level, your faith grants you the power of soul of the sun and become an avatar of sunlight. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: * When you transform, you regain all of your hit points. * You emit bright light in a 20-foot radius and dim light 20 feet beyond that. This light is sunlight and dispels any magical darkness within the area of bright light. * You gain immunity to the blinded, charmed, frightened, paralyzed, and petrified conditions. If you were under the effects of one or more of these conditions before transforming, or grappled or restrained, each condition ends when you transform. * Your melee weapon attacks deal an additional 1d8 fire or lightning damage (your choice). Once you use this feature, you can't use it again until you finish a long rest.