0% found this document useful (0 votes)
131 views5 pages

Oath of Sunlight

The Oath of Sunlight is upheld by helpful travelers who wish to brighten the lives of others. Those sworn to this oath have a plain, circular brand symbolizing the sun. They interpret the oath's tenets of candor, temerity, and warmth loosely by providing kindness wherever they go. The oath allows one to emanate warmth and restore hit points to allies damaged by fire or radiant damage.

Uploaded by

Weslley Oliveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
131 views5 pages

Oath of Sunlight

The Oath of Sunlight is upheld by helpful travelers who wish to brighten the lives of others. Those sworn to this oath have a plain, circular brand symbolizing the sun. They interpret the oath's tenets of candor, temerity, and warmth loosely by providing kindness wherever they go. The oath allows one to emanate warmth and restore hit points to allies damaged by fire or radiant damage.

Uploaded by

Weslley Oliveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

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.

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.



 
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.


Credits
Authored and designed by u/ScrapworkArtisan
Contact me at ScrapworkArtisan@gmail.com

Art within the body of this work is credited by


title and artist on each page it appears. Front and
back cover art is credited below. Art will be
immediately removed from this work at the
artist's request.

Front Cover: Night Watch, Murat Gül

Back Cover: Brego, Manuel Castañón

This work is unofficial Fan Content permitted


under the Fan Content policy. Not approved or
endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast.
฀Wizards of the Coast LLC

WWW.GMBINDER.COM

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.


 

This document was lovingly created

using GM Binder.

If you would like to support the GM Binder developers,

WWW.GMBINDER.COM consider joining our Patreon community.

You might also like