Paladin: Oath of the Undying Sun in Midgard | World Anvil

Paladin: Oath of the Undying Sun

The Oath of the Undying Sun is a beacon in the night, burning away the corruption of shadow and undeath. Undying Sun paladins are bold and brash, abhorring stealth and grandly striding into battle against the forces of darkness.. Paladins of the Oath of the Undying Sun are overwhelmingly good-aligned, and most are lawful. Some reject the rigid nature of knightly orders for the life of a knight errant. Though still nearly universally good, these wayward paladins are more neutral than lawful, and they use their relative freedom to bring their light to bear as they deem it most necessary.

TENETS OF RADIANCE

Paladins who swear the Oath of Radiance devote themselves to fighting the insidious powers of the Shadow Roads that darken mortal hearts and against the undead that extinguish the light of life and replace it with hungry darkness. Most importantly, they take it upon themselves to rescue those corrupted by Shadow or undead influence. They will spare mortal foes in the thrall of darkness in the hope that such creatures can be redeemed.

OATH SPELLS

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Guiding Bolt, Protection From Good and Evil
5th Magic Weapon, Scorching Ray
7th Beacon of Hope, Daylight
9th Aura of Life, Fire Shield
17th Banishing Smite, Greater Restoration

CHANNEL DIVINITY

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Dawn’s Radiance. As an action, you present your holy symbol or a melee weapon, and it flares with the radiance of the newly-risen sun. Magical darkness within 20 feet of you is dispelled. Thereafter, the object continues to shine for 1 hour or until you lose possession of it. The object sheds bright light out to 20 feet and dim light 20 feet beyond that. An undead creature, a creature native to the Shadow Roads or with levels of shadow corruption, and any creature harmed by sunlight (such as a creature with the sunlight sensitivity feature) suffers pain and disorientation in this radiance. The creature has disadvantage on attack rolls and on Dexterity (Stealth) and Wisdom (Perception) checks while it, the target of its attack, or anything it is trying to perceive is in the bright light shed by the holy symbol or weapon.
Turn the Corrupted. As an action, you present your holy symbol and speak a prayer against the corruptive power of death and shadow, using your Channel Divinity. Each undead, or creature native to the Shadow Roads or with levels of shadow corruption, that is within 30 feet of you and that can see or hear you must make a successful Wisdom saving throw or be turned for 1 minute or until it takes damage.

AURA OF RESOLVE

Beginning at 7th level, you and your allies within 10 feet of you have advantage on saving throws against spells and effects created by undead creatures and by creatures native to the Shadow Roads or with any levels of shadow corruption. This benefit lasts until someone fails a saving throw that was made with advantage because of your aura of resolve. Once that happens, they must complete a short or long rest before this ability functions for them again. At 18th level, the range of this aura increases to 30 feet.

SOUL OF LIGHT

Starting at 15th level, you can’t gain levels of shadow corruption, you are resistant to necrotic damage and your ability scores and hit point maximum can’t be reduced.

Radiant Champion

At 20th level, as an action, you suffuse your being with divine radiance that brings life and burns away dark corruption. For 1 minute, you gain the following benefits.
  • At the start of each of your turns, you regain 10 hit points.
  • Once on your turn when you hit an undead creature, a creature native to the Shadow Roads, or a creature with any levels of shadow corruption, it must make a successful Wisdom saving throw against your spell save DC or be incapacitated until the end of its next turn.
  • An undead creature, a creature native to the Shadow Realm, or a creature with any levels of shadow corruption that touches you or hits you with a melee attack from within 5 feet takes 2d8 radiant damage.

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