Oath of Sunlight
The Oath of Sunlight is a creed upheld by an eclectic
selection of helpful travelers who wish to brighten the lives of Starting at 7th level, you begin to emanate a subtle warmth at
any whom they meet along their journey. Many of those all times. When you deal fire or radiant damage for the first
sworn were themselves saved by a stranger who upholds the time on your turn, a creature of your choice within 10ft of you
oath and simply wish to provide the same assistance to recovers hit points equal to your Charisma modifier
another. Those sworn to this oath are only identifiable by a (minimum of 1). The amount of hit points restored increases
plain, circular brand somewhere on their body which to twice your Charisma modifier (minimum of 1) at 15th level.
symbolises the sun.
At 18th level, the range of this aura increases to 30ft.
Some may consider the Oath of Sunlight as one best left
forgotten due to the brazen misdeeds of its creator and
original order, now long disbanded. As such, only a rare few
return to this ancient oath and uphold a new interpretation of
At 15th level, you gain resistance to fire and radiant damage.
its tenets, often concealing their brand and affiliation for fear
Also, whenever you would deal fire or radiant damage to one
of persecution. Perhaps one day, these humble strays still
or more creatures or objects you can choose to halve the
sworn to the oath will unite as a new paladin order.
damage dealt to any number of those creatures or objects.
The tenets of the Oath of Sunlight are often loosely At 20th level, you can become as the sun. Using your action,
interpreted but can be generalised as follows: you undergo a transformation. For 1 minute, you gain the
following benefits:
Candour. I am a glorious beacon, harbinger of hope and fear.
My intentions are clear to all they pertain. You emit bright light up to 60ft and dim light for a further
60ft. This light is sunlight.
Temerity. When challenged, I must not relent. No friends The radius of Blazing Judgement and range of your aura
untended to, no foes left standing and no debts unpaid. features increases to 60ft.
You are immune to fire and radiant damage.
Warmth. Just as the sun blesses us with light and warmth; so
Once on each of your turns, when you would roll fire or
too shall I provide kindness and comfort wherever I go.
radiant damage, you instead use the highest number
possible for each die. For example, instead of dealing 2d6
fire damage, you deal 12 fire damage.
Oath of Sunlight Spells Once you use this feature, you can’t use it again until you
Paladin Level Spells finish a long rest.
1 Cure Wounds, Phoenix Rush
2 Blazing Chains, Warding Bond Art: Sunrise Cavalier by John Anthony Di Giovanni
3 Daylight, Fireball
4 Aura of Life, Death Ward
5 Dawn, Mass Cure Wounds
When you take this oath at 3rd level, you gain the following
two channel divinity options:
Fiery Judgement. As an action, you cause your passion to
erupt as sweltering heat in a 30ft radius around you for 1
minute. When a hostile creature starts its turn in the area, it
takes fire damage equal to half of your paladin level
(minimum of 1). You ignite flammable objects of your choice
in the area that aren’t being worn or carried.
Solar Flare. As an action, you unleash a brilliant flash of
light that can be seen from over 100 miles away. All hostile
creatures that can see you must succeed on a Constitution
saving throw against your spell save DC or be blinded until
your next turn. For 1 minute after taking this action, your
“aura” features have their range doubled.
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1st level, Transmutation 2nd level, Abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 20ft Range: 30ft
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 minute (Concentration)
Spell Lists: Cleric, Paladin, Sorcerer, Warlock, Wizard Spell Lists: Cleric, Paladin, Warlock
As part of the action to cast this spell, you must make a melee Using an action, you cause two chains of searing flame to
weapon attack against one creature within the spell’s range, lash out at nearby targets of your choice. Each chain can
otherwise the spell fails. If the target is not within your melee enchain a single creature that is medium sized or smaller (or
weapon attack’s range, then blazing wings unfold from your similarly sized object) of your choice within range. You can
back and propel you to the nearest unoccupied space to the choose to target a creature or object with multiple chains,
target. If the target is still not within your weapon’s range increasing the maximum size target you can enchain with
after moving then the attack automatically misses. On a hit, this spell by one for each additional chain after the first.
the target suffers the attack’s normal effects and takes an A chained creature cannot move more than 30ft from you
additional 2d6 fire damage. or benefit from invisibility. If you move more than 30ft away
At Higher Levels: When you cast this spell using a spell from a chained target, they are pulled until they are within
slot of 2nd level or higher, the fire damage increases by 1d6 range of the spell, otherwise they are freed. A chained
and the spell’s range increases by 10ft for each slot level creature can use its action to make a Strength saving throw
above 1st. against your spell save DC. On a success, the target is freed.
Using a bonus action, you can whip the chains, dealing 1d8
fire damage to all currently chained targets and pulling any
The Lord of Sunlight, Stephen Stark number of them up to 20ft towards you.
At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, you can create an additional chain
for each slot level above 2nd and the damage dealt when
whipping the chains, increases by 1d8 for every second slot
level above 2nd.
3rd level, Evocation
Casting Time: 1 action
Range: 90ft
Components: S
Duration: 1 minute
Spell Lists: Cleric, Druid, Paladin, Sorcerer, Wizard
You conjure a spear of crackling, lucent energy and toss it
towards a creature of your choice within range. Make a
ranged spell attack against the target. On a hit, the target
takes 3d10 radiant damage and is impaled by the solar spear
for 1 miunute. While impaled, a creature cannot benefit from
invisibility and emits bright light in a 10ft radius and dim light
for a further 10ft, this light is sunlight.
Using an action, you can cause all impaled creatures to
explode. Creatures within 20ft of an impaled creature must
make a Constitution saving throw, taking 3d10 radiant
damage on a failed save or half as much damage on a
successful save. An impaled creature automatically fails this
saving throw and is no longer impaled after the explosion.
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the initial radiant damage and
explosion radiant damage both increase by 1d10 for each
level above 3rd.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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