Oath of Sunlight

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 Sunlight

Paladins of this oath share these tenets.

Cooperation. Always help others and never shy away when others offer to help you.

Always help others and never shy away when others offer to help you. Seeker of the Sun . Go forth and find your own sun. Until then, never settle down and become idle.

. Go forth and find your own sun. Until then, never settle down and become idle. Warriors of Courage. Never falter on your mission. Always stand firm in the face of danger.

Never falter on your mission. Always stand firm in the face of danger. Dispel the Darkness. Shine brightly and never succumb to the powers of darkness.

Oath Spells

You gain oath spells at the paladin levels listed

Paladin Level Spells 3rd Guiding Bolt, Thunderwave 5th Continual Flame, Scorching Ray 9th Blinding Smite, Daylight 13th Aura of Life, Aura of Purity 17th Hallow, Mass Cure Wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two channel Divinity options.

Bolt of Sunlight. You can use you Channel Divinity to launch a bolt empowered by the sun. For 1 action, target a creature within 60ft from you. The target will take 2d10 + your paladin level amount of radiant damage. The target must make a dexterity saving throw (DC = your spell save DC). On success the creature will receive half damage. Undead have disadvantage on the saving throw.

You can use you Channel Divinity to launch a bolt empowered by the sun. For 1 action, target a creature within 60ft from you. The target will take 2d10 + your paladin level amount of radiant damage. The target must make a dexterity saving throw (DC = your spell save DC). On success the creature will receive half damage. Undead have disadvantage on the saving throw. The Sun's Light. Using 1 action, present your holy symbol and utter a prayer to the sun. A single creature of your choice within 30ft from you must make a Wisdom saving throw (DC = your spell save DC). On failure they are blinded for 1 min. They can repeat the save at the end of their turn. Undead have disadvantage on the saving throw.

Aura of Sunlight

Starting at 7th level, you can produce bright sunlight 10ft from you. You are able to dispel any darkness (including magical darkness) that are within your aura. You and friendly creatures within the aura also can't be blinded or deafened. You may enable or disable this feature by using a free action. At 18th level, this aura increases to 30ft.

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 1d4 + your Charisma modifier.

Champion of the Sun

At 20th level, you can embody the full power of the sun. You shine like the bright sun and become grossly incandescent. Using 1 action you undergo a transformation for 1 min giving you the following benefits: