Oath of the Solar Warrior (5e Subclass)

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Oath of the Solar Warrior[edit]

Paladin Subclass

The Oath of the Solar Warrior is centered around the sun's symbolism: light, vitality, renewal, and righteousness. These paladins are champions of light who fight darkness in all its forms, wielding solar energy to smite their foes and heal their allies.

Tenets of the Solar Warrior

Blaze of Truth. Always act with honesty and strive to bring the truth to light, dispelling deceit and lies.
Relentless Radiance. Be as relentless and constant as the sun. Never falter in your duty to bring light where there is darkness.
Harmony of Dawn. Promote peace and understanding, helping others rise in times of despair as the sun lifts at dawn.
Guardian of Daylight. Stand as a protector against the shadows. Defend the helpless and vanquish those who thrive in the night's embrace.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd burning hands, guiding bolt
5th flame blade, scorching ray
9th daylight, fireball
13th guardian of faith, wall of fire
17th dawn, flame strike
Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Solar Precision:

As an action, When you make an attack roll, you can use your Channel Divinity to channel the focused energy of the sun. This grants you a +10 bonus to the roll. You may decide to use this feature after you see the roll but before the Dungeon Master informs you whether the attack hits or misses. Additionally, if the attack hits, the target must succeed on a Constitution saving throw or be blinded until the end of its next turn.

  • Healing Radiance: As an action, you can use your Channel Divinity to restore hit points to one creature within 30 feet of you. The creature regains hit points equal to 1d8 + your paladin level. This healing increases to 1d10 + twice your paladin level at 15th level.
Aura of Sunlight

Starting at 7th level, you emit bright light in a 15-foot radius and dim light for an additional 15 feet. Allies within the radius of bright light gain advantage on attack rolls against eneimes within the bright light. Enemies in the bright light have disadvantage on attack rolls against you and your allies.

Solar Empowerment

At 15th level, whenever you cast a spell that deals fire damage, you can add double your Charisma modifier to the damage of the spell. Additionally, you can cast sunbeam without expending a spell slot. You can't cast the spell in this way again until you finish a long rest.

Solar Champion

At 20th level, you can transform into an avatar of solar energy as an action. For 1 minute, you gain the following benefits:

  • You are immune to fire damage and have resistance to all other damage.
  • At the start of each of your turns, each hostile creature within 10 feet of you takes radiant damage equal to half your paladin level.
  • Any allies within 10 feet you regain hit points equal to 1d10 + half your paladin level at the start of each of their turns.

Once you use this feature, you can’t use it again until you finish a long rest.

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