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Oath of the Eternal Sun (Homebrew)


Hit Points

Hit Dice: d4 per Oath of the Eternal Sun (Homebrew) level
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Hit Points at Higher Levels:

Proficiences

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Overview & Creation

Paladins of the Oath of the Eternal Sun are wanderers, seeking to promote, and if necessary, enforce laws and foster harmony. By bringing Amaunator’s light to dark places they seek to eradicate chaos and discord.

Tenets of the Eternal Sun

Light Banishes Darkness. Darkness conceals all manner of evils. In light, all is revealed.   Order Abates Chaos. Chaos is unstable and inconsistent. Societies flourish under order and structure.   Law is Right. Law is fair, just, and unbiased. All peoples flourish under the rule of law.   Sun Promotes Strength. As the natural world flourishes under the light of the sun, so do civilized peoples. The brutal harshness of the sun serves to make us resilient and promotes endurance.  

Oath of the Eternal Sun Spells

Level Spells
3rd Amaunator’s uncertainty, searing smite
5th branding smite, flaming sphere
9th Amaunator’s order, blinding smite
13th At’ar’s fire, staggering smite
17th banishing smite, flamestrike
       

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. --Reinvigorating Warmth. As an action, you present your holy symbol and generate a wave of pleasant warmth in a 30-foot radius around you. All creatures of your choice within the area regain hit points equal to 1d4 + your Charisma modifier (minimum of +1). In addition, creatures of your choice within the area are no longer blinded if they were suffering from that condition due to a spell, feature, or some other temporary effect. --Heatwave. As an action, you present your holy symbol and generate a wave of heat in a 30-foot radius around you. A creature within the area must make a Constitution saving throw or take 2d8 + your paladin level fire damage and it can’t take reactions until the end of its next turn. On a successful save, the creature takes half the damage but suffers no further effect.    

Eyes of Amaunator

  Beginning at 7th level, you can see through normal and magical darkness to 60 feet and you are immune to the blinded condition. Allies within 10 feet of you are also immune to the blinded condition. The range increases to 30 feet at 18th level.  

Implacable Endurance

  Starting at 15th level, you gain advantage whenever you make a Constitution ability check, and if you fail the check, you can reroll the die, but you must use the new roll. Once you reroll a saving throw, you can’t do so again until you finish a short rest.  

Avatar of Light

  At 20th level, you can use your action to transform into a form of pure light and energy. For 1 minute, or until you end the transformation with a bonus action, you gain the following benefits:
  • You become incorporeal and can’t touch or manipulate physical objects, nor can you make weapon attacks or cast spells. You can pass through solid objects and you gain a flying speed equal to your walking speed. You become immune to all nonmagical damage, and you have resistance to all forms of magical damage. You can end your turn within a solid object, but if you do, the other effects of this feature (blindness and radiant damage) are suppressed.
  • All creatures that can see you within 30 feet are blinded. A blinded creature that stays in the affected area can make another saving throw at the end of its turn. On a successful save, the effect ends for it.
  • A creature that starts its turn within 30 feet of you that isn’t behind total cover takes 1 radiant damage. Once you use this feature you can’t use it again until you finish a long rest.

  • Created by

    CrisisUnbound.

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