You are on page 1of 3

Oath of the Radiance

Paladins that have sworn this oath become champions of the sun. They are always on the move
seeking their own sun to shine brightly in the dark. They will often seek companions to journey
with.

Tenets of the Radiance


The tenets of the Radiance are flexible, revolving around to bring hope of light to everyone's
heart.

Fight to Fight Tomorrow. While there are circunstaces where death is preferable to defeat,
choose your fights so you can keep fighting. A glorious death means you will not fight the next
dozens of battles.
Prevention is Better than Cure. Investigate and defeat your enemies before they can act. Do
not wait to repond.
Be ever Watchful. Evil can rise within, be watchfull of both your sorroundings and yourself.
Every Willing Soul is a Pottential Ally. All sincere effort to protect others and vanquish evil
is sacred. No matter the source.
Dispel the Darkness. Shine brightly and never succumb to the powers of darkness.

Oath Spells
You gain oath spells at the paladin levels listed

Oath of the Radiance Spells


Paladin Level Spells
3rd color Spray, ensnaring strike
5th misty step, zone of truth
9th daylight, haste
13th arcane eye, guardian of faith
17th dawn, Mass cure wounds

Channel Divinity
When you take this oath at 3rd level you gain the following channel divinity option
Sacred Weapon As an action, you can imbue one weapon that you holding with positive
energy, using your Channel Divinity. As long you concentrate, up to 1 minute you add your
Charisma modifier to attack rolls made with that weapon (to a minimum bonus of +1) plus 1d4 of
radiante damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4),
and 17th level (4d4). The weapon also emits bright light in a 20-foot radius and dim light 20 feet
beyond that. If the weapon is not already magical. it becomes magical for the duration.
You can end this effect on your turn as part of any other action. You can use this with throw or
ranged weapons, imbuing the effect of the ammunition at an attack for until the end of your turn.
Radiance’s Reach
At 3rd level you can use your divine smite on ranged or throw weapons, imbuing the ammunition
with divine power. The radiant damage for ranged smites is reduced by 1d8.

Aura of Persistence
Starting at 7th level you can choose to emit an aura of light while you’re not incapacitated. The aura
extends 10 feet from you in every direction, but not through total cover, and its a area of brigth
ligth. Dim light extends 10 feet beyond this, but the light is not considered parto f the aura. You and
friendly creatures within 10 feet you have advantage in Wisdom and Constitution saves. These
effects work both for spells as well as to maintain concentration and resist fatigue.
You may enable or disable this feature by using a free action on your turn.
At 18th level this effect increases to 30 feet.

Bountiful Sunlight
At 15th level, any time you deal radiant damage on your turn using your channel divinity, spell, or
divine smite, you can use 1 reaction to restore hitpoints to yourself for and equivalent of 1d10 +
your Charisma modifier.

Holy Sun
At 20th level as an action you can undergo a transformation lasting 10 rounds. Your eyes start to
shine and your skin and equipment gain a bright halo, your speed doubles and you are under the
effects of the spell freedom of movement. You have resistance to necrotic damage, all your attacks
against undead and fiends deal maximum damage, you have advantage on saving throws against
Ilusion, Necromancy and Enchanment Spells and are immune to the blinded, deafened, frightened,
charmed and stunned conditions.

New Feat:

Thrown Weapon Master


You are expert at hurling weapons at your foes.

• Chose one weapon whith the throw propriety that you are proficient. When Making an
Attack with this weapon, you use your choice of your Strength or Dexterity modifier
for the Attack and Damage Rolls. You must use the same modifier for both rolls.
• When you throw a weapon, its normal and long ranges are doubled.
• You can draw a weapon with the "thrown" property as part of an attack you make it
with, without spending your free object interaction. If you have multiple attacks, you
can draw and throw a weapon for each one of them.
• When you make a ranged attack with a thrown weapon, you do not have disadvantage
on the attack roll if you are within 5 feet of a hostile creature who can see you and
who isn't incapacitated.
• In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1
bonus to the damage roll.
New Spell:

Shield of Sunlaris
2st-level ilusion
Casting Time: 1 reaction, which you take when you are damaged by a creature within 5
feet of you that you can see
Range: Self (10 feet +)
Components: V, S, M (a shield worth at least 300 gp)
Duration: 1 minute

A dazzling array of flashing, colored light springs from your shild. Any creature within a 10-
foot radius have to make a Constitution saving throw. If it fails, the target is blinded for the
duration. At the end of each of its turns, the target can make a Constitution saving throw.
On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can
improve the radius in 5-feet.
Spell Lists. Paladin (Oath of Radiance)

You might also like