Oath of the Radiant Dawn

Paladins that have sworn this oath become champions of the sun. They are in direct opposition to the darkness, and are typicaly seen as heros. They will often seek companions to journey with.

Tenets of Sunlight

Paladins of this oath share these tenets.

Cooperation. Spread your your light amoungst others, especially, those who are in need.

Spread your your light amoungst others, especially, those who are in need. Shine Bright for All to See . Be a beacon of hope for the downtrodden. Be a positive role model, take care to uphold a favorable public image.

. Be a beacon of hope for the downtrodden. Be a positive role model, take care to uphold a favorable public image. 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. Strike down those that try to spread evil through out the world.

Oath Spells

You gain oath spells at the paladin levels listed

Paladin Level Spells 3rd Divine Favor, Guiding Bolt 5th Continual Flame, Spiritual Weapon 9th Blinding Smite, Daylight 13th Fire Shield, Guardian of Faith 17th Dawn, Holy Weapon

Channel Divinity

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

The Light of Truth. You can use you Channel Divinity to cause all surfaces and creatures within 30 feet of you shed dim light out to 5 feet for one minute. This light dispells any illusions of 1st level or lower for 1 minute. This goes up to 2nd level or lower at level 5, 3rd level or lower at level 9, 4th level or lower at level 13, and 5th level or lower at level 17.

You can use you Channel Divinity to cause all surfaces and creatures within 30 feet of you shed dim light out to 5 feet for one minute. This light dispells any illusions of 1st level or lower for 1 minute. This goes up to 2nd level or lower at level 5, 3rd level or lower at level 9, 4th level or lower at level 13, and 5th level or lower at level 17. Solar Flare. As an action, present your holy symbol and utter a prayer to the sun. Any creature of your choice within a 30ft cone of you must make a Consitiution saving throw. 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 out from yourself for 5ft, and dim light . This aura dispels magical darkness up to level 2. You and friendly creatures within the aura also can't be blinded. You may enable or disable this feature by using a free action. At 18th level, this aura increases to bright light out to 15ft and dim light another 15ft as well as it can dispell up to 5th level darkness. The light can be dismissed or recalled as a bonus action.

Marked by the Sol

At 15th level, when using a spell slot to cast your divine smite, when a creature is hit some of the radiance sticks to the target and acts a guiding beacon for others. All attacks made by others against the creature that was hit with your divine smite are made with advantage until the start of your next turn. This can only be done once per turn.

Champion of the Sun

At 20th level, as an action on your turn, you can fill yourself with the sun's brilliance for one minute.

You may cast the spell sunbeam as a paladin spell without using a spell slot. The spell remains active until either dispelled as an action or until this ability ends. Additionally, at the start of each of your turns during this spell's duration, you regain hit points equal to your Charisma modifier if you have no more than half your hit points left.

Once you use this ability, you must take a long rest before you can do so again.