Acceptance and Denial There are always truths in this world, you must help those in denial of something that is a fact find their way to acceptance so they understand and move on

Rise and Fall For every rise, there must be a fall. You always finish what you've started, no matter if it is a fight or an argument, you must complete the cycle

Life and Death All creatures in this world die eventually, reviving them would only bring more despair, thus you must avoid willingly resurrecting yourself and others

All paladins who swear this oath respect the following ideals:

Channel Divinity

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

The Rising Sun As a bonus action, you can imbue a weapon you are wielding with divine power for 1 minute. If the weapon is not magical, it now counts as magical. When you take the attack action with this weapon, you can use your bonus action to attack with it. This attack deals an additional 1d8 radiant damage.

The Setting Sun As an action, you can unleash a wave of radiant energy around you to cleanse your allies. Choose an amount of creatures within 30 feet of you, up to your charisma modifier. The selected creatures have any negative conditions removed from them, such as charmed, frightened, and paralyzed. This cannot remove levels of exhaustion.

Aura of Acceptance Starting at 7th level, you can project an aura, making people around you more accepting of others. You and friendly creatures within 10 feet of you that would fail a saving throw to a damaging effect, take half damage from the effect. At 18th level, the range of this aura increases to 30 feet

Crashing Cycle At 15th level, you can channel divine power in a weapon you are holding and enter a cycle of rising an falling. As an action, you imbue one weapon you are holding and enter a cycle of rising and falling. Until the end of your turn, you gain the ability to move through creatures space as if you've made a successful overrun action. Additionally, when you use this action choose a number of creatures up to your charisma modifier. If the creature is hostile to you, they are under the effects of the bane spell for 1 minute and if the creature is friendly to you they are under the effects of the bless spell for 1 minute. You must concentrate on this effect, as if concentrating on a spell. When you move through a creatures space this turn, it must make a strength saving throw (DC 8 + proficiency bonus + dexterity or strength modifier) as your weapon comes crashing down on it. A creature is only affected by this ability once per use. On a failed saving throw, they take 8d8 magical slashing, bludgeoning or piercing damage (Dependant on your weapon) and on a successful save, they take half damage. Once you use this ability, you must finish a long rest to use it again