User:Luftwolfe/Lightbringer Paladin

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Oath of the Lightbringer[edit]

Paladin Subclass

"Vengeance cannot be a part of what we must do. If we allow our passions to turn to bloodlust, then we will become as vile as our enemies." -Uther, the first Lightbringer.


The Oath of the Lightbringer is an oath one takes when they truly devote their life to the light. The oath stretches back for thousands of years, and the Paladins that have taken the oath have gone down in history as paragons of virtue. To become a Lightbringer means to put aside worldly desires in order to protect others, to be honorable above all things, and to understand that their life is a weapon simply to defeat the evil and unjust that exists in this world. Although righteous vengeance is certainly a tenet of the Lightbringer, vengeance for vengeance's sake simply cannot exist. Having a desire for battle and understanding that battle is a necessary evil in this world is what separates the Lightbringer from others. Through the light, all things are possible, but only what is necessary should be done. The crest that Lightbringers bear is a symbol of Honor, Devotion, Compassion, and Justice, thus their true tenets.


A Paladin as depicted by Samwise Didier, Senior Art Director for Blizzard Entertainment.


Tenets Of the Lightbringer

Honor: You are bound to your word, breaking it would break you. You will never dishonor yourself, your family, or your order, and you would rather die than do so.

Devotion: You are bound to your cause, your friends, your family, and your order. You will never betray them, and you would rather die than do so.

Compassion: You are bound to share the suffering of others. You must do all you can to alleviate one's suffering.

Justice: You are bound to the pursuit of divine righteousness. You must do all you can to see that those who are truly evil be brought to justice.


Oath of the Lightbringer Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.


Oath of the Lightbringer Spells
Paladin Level Spells
3rd hunter's mark, healing word.
4th hold person, misty step.
5th beacon of hope, revivify.
8th divination, staggering smite.
10th mass cure wounds, destructive wave.

Additionally, as you level up, you gain the ability to gain Cleric spells and spell slots. From the 3rd level onward (when you take the oath), you use the follow spell slot chart instead of the default Paladin one.

Lightbringer Spell Slots
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 2 3 - - - - - - - -
4th 2 3 1 - - - - - - -
5th 2 4 2 1 - - - - - -
6th 3 4 2 1 - - - - - -
7th 3 4 3 1 - - - - - -
8th 3 4 3 1 1 - - - - -
9th 3 4 3 2 1 - - - - -
10th 4 4 3 2 1 1 - - - -
11th 4 4 3 3 2 1 - - - -
12th 4 4 3 3 2 1 - - - -
13th 4 4 3 3 2 1 1 - - -
14th 4 4 3 3 3 2 1 - - -
15th 4 4 3 3 3 2 1 1 - -
16th 4 4 3 3 3 2 1 1 - -
17th 4 4 3 3 3 2 1 1 1 -
18th 4 4 3 3 3 2 1 1 1 -
19th 4 4 3 3 3 2 1 1 1 1
20th 4 4 3 3 3 2 1 1 1 1


Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity option:

  • Judgement

As an action, you call down judgement upon your enemies in the form of a divine bolt from the heavens. This effect grants your attacks advantage against the creature for the next 18 seconds. Upon reaching 5th and 11th levels, you learn seals that can be expended in tandem with Judgement, granting additional and powerful effects.


Seal of Righteousness - You imbue your weapon with additional holy power before striking with great vengeance upon your foe, dealing an additional Paladin Level x CHA bonus radiant damage.

Seal of Justice - You raise your weapon in the air and repulse your enemies away from you with divine power. All hostile creatures within 30 ft of you that are no more than one size larger than you make a Wisdom saving throw. When you beat a creature's opposed check, that creature will be forced to move 5 feet away from the paladin, plus an additional 5 feet for every 5 points by which your check result is greater than the defender’s check result. Enemies successfully moved fall prone and are stunned until the end of your next turn.

Seal of the Crusader - You strike out with the combined strength of those who are unable to defend themselves. You apply a Mark of the Crusader upon a creature that expires after 30 seconds, causing all radiant damage done to the target to apply an additional 1d8 radiant damage. Successful melee attacks refresh the effect on a marked creature.

Seal of Fury - You cry out with divine fury, daring all who oppose you to show their mettle. You cast Compelled Duel on all hostile creatures within 30 ft of you. No concentration check is required to maintain the effect, however the spell only lasts for 18 seconds (3 turns).

Seal of the Templar - You call upon your deity to protect those around you. For the next 18 seconds (3 turns), you can perform a number of additional reaction abilities equal to your proficiency bonus each turn.

Seal of Command - Holy power flows through you and consecrates all ground within 15 feet below you, dealing 1d4 radiant damage per turn to all enemy creatures who stand on it per turn.

Seal of Light - You present a holy symbol and evoke healing energy that can restore a number of hit points equal to your Paladin Level x Charisma modifier to all allies within 30 feet. You can’t use this feature on an undead or a construct.

Seal of Truth - You invoke the Censures you have placed on a creature, dealing an additional 1d6 radiant damage for every stack expended. You do not need a full stack of Censure to use this ability.

Seal of Wisdom - You call upon the wisdom of paladins before you to aid you. You apply a Mark of Wisdom upon a creature that expires after 30 seconds. When successfully attacking a creature with the Mark of Wisdom, roll a d100 against a DC of 90 - (Paladin level + Paladin's CHA bonus). If the check passes, the attacking creature may instantly cast a spell with a slot no greater than half of its proficiency bonus at no cost. Successful melee attacks refresh the effect on a marked creature.

Seal of the Martyr - You call upon the light to grant you the strength to perform one last miracle. You sacrifice yourself, dealing 10 radiant damage for every health point expended to a single target or granting 10 health for every health point expended to all friendly creatures within 30 feet, killing yourself in the process. Upon sacrificing yourself, the only way to be brought back to life is with True Resurrection.


Auras of the True

Beginning at 3rd level, you can passively channel an aura that give certain effects. Auras can be activated or deactivated as a free action during your turn. Only one aura can be channeled at a time, and you may only change auras once per turn.

  • Devotion Aura - Grants 1/2 of your CHA modifier (rounded up) as AC to yourself and any ally within 10 feet.
  • Retribution Aura - Grants a retaliatory effect of 1d4 damage + your CHA modifier to yourself and all allies within 10 feet. Upon an enemy successfully performing a melee attack to someone under the effects of the aura, the effect is dealt after their damage roll as Radiant damage.
  • Concentration Aura - Grants your CHA mod to any concentration roll to yourself and all allies within 10 feet.
  • Resistance Aura - Grants resistance to a specified damage type (Cold/Fire/Lightning/Force/Necrotic) to yourself and all allies within 10 feet. Only one type of resistance can be active at a time.
  • Crusader Aura - Grants increased mounted movement speed by an additional 10 ft to yourself and all allies within 10 feet. Additionally, any creature who has been under the effect of this aura in the past round (6 seconds) temporarily gains the Charger feat.

At 18th level, the range of any above effect extends to 30 feet.

Additionally, beginning at 3rd level, you find, are given, or otherwise receive a holy spellbook that is blessed by your deity, functionally similar to a Wizard's. The spellbook can function as your focus. Only Paladin, oath, or Cleric spells may be recorded in the spellbook. For prepared spells that have been recorded in this spellbook, provided you are able to channel energy from the spellbook when casting (have it externally on your person, i.e. not in a backpack or otherwise concealed) and no greater than your proficiency bonus, you can make a CHA saving throw + 1/2 of your Paladin level rounded up, equal to the Spell Level x 3 + 8 to not consume a spell slot. If the saving throw fails, you either consume a spell slot as normal or the spellcast fails entirely (at your discretion). You also gain access to a number of Cleric cantrip slots and Cleric spell slots in the above spell slot table.


Seals of the Anointed

Beginning at 5th level, you learn to channel seals that augment your ability in combat. Seals last up to 30 seconds and may be expended in tandem with Judgement to create additional effects. Seals can be activated as a bonus action during your turn. Only one seal can be channeled at a time.

  • Seal of Righteousness - Fills the paladin with holy spirit, causing successful melee attacks an additional 1d4 + Charisma modifier radiant damage.
  • Seal of Justice - Fills the paladin with the spirit of justice, stunning creatures on critical hits until the end of the paladin's next turn.
  • Seal of the Crusader - Fills the paladin with the spirit of the crusader, adding an Extra Attack to their Attack action, but downgrades damage dice by 3 steps.
  • Seal of Fury - Fills the paladin with divine fury, allowing successful melee attacks to double as Goading Attacks with no additional damage.
  • Seal of the Templar - Fills the paladin with the spirit of the templar, allowing successful melee attacks to reduce a creature's speed by half until the end of your next turn.
  • Seal of Command - Fills the paladin with a commanding spirit, causing successful melee attacks to deal 1d2 additional radiant damage to an amount of creatures equivalent to the paladin's Charisma modifier within melee range.


Blessings From On High

Beginning at 7th level, you can cast a blessing as an action that will apply to all willing creatures within 30 feet. Blessings last up to 10 minutes, and only one blessing can be active on a creature at a time. Blessings can be dismissed at any time, no action required. You may use blessings a number of times equal to your Charisma modifier, and you recover any used charges after a short rest.

  • Blessing of Might - Adds the Paladin's Charisma modifier to attack rolls.
  • Blessing of Wisdom - When using a spell slot no greater than half the creature's proficiency bonus, make a primary spellcasting stat saving throw, equal to the Spell Level x 5 to not consume the spell slot.
  • Blessing of Kings - Temporarily grants +2 to any ability score. Whichever ability score is decided must be declared by the creature when receiving the blessing.
  • Blessing of Light - Treat any healing spell received as if the spell was cast with a spell slot one level higher.

Also, whenever you use a spell with radiant or healing power, you treat the spell as if it were cast with a spell slot one level higher.


Improved Seals of the Anointed

Beginning at 11th level, you learn additional seals.

  • Seal of Light - Fills the paladin with divine power, granting 1d8 + Charisma modifier self-healing on a successful melee attack.
  • Seal of Truth - Fills the paladin with holy power, causing successful melee attacks to apply Censure. Censure adds +1 to attack rolls against the target with Censure per stack, and can stack up to 5 a maximum of 5 times. Once fully stacked, each successful melee attack also deals an additional 1d6 radiant damage.
  • Seal of Wisdom - Fills the Paladin with divine wisdom, causing successful melee attacks to empower your next eligible spell cast as if it were Quickened until the end of your next turn.
  • Seal of the Martyr - Fills the paladin with the spirit of the martyr, granting 1d10 + Charisma modifier additional radiant damage to successful melee attacks, but causes the paladin to take the same total damage done.


Renew the Oath

Beginning at 15th level, you become capable of using your Channel Divinity feature twice before needing to finish a short or long rest. Additionally, you now use Crusader Strike instead of Improved Divine Smite. Crusader Strike acts similarly to Improved Divine Smite, dealing +2d8 radiant damage to any melee attack.


Divine Wrath

At 20th level, you can assimilate the properties of your own holy light and become empowered, turning into an Avatar of your God. You sprout 2 angelic wings out of bright radiant light, and your holy aura becomes so strong that it becomes tangible and visible by the naked eye. It ranges all around you but retains a strong presence over your body and around the weapons that you wield.

Using an action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You gain a flying speed of 60 feet. (If you are wearing armor or clothing covering your back, the wings magically go through them.)
  • Whenever you strike a foe with the Divine Smite feature, you can choose to half the damage dealt and convert it into a healing pool that is immediately transferred to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.
  • Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.
  • At the start of every turn of yours, you regain a 1st level spell slot.
  • When you take the Attack action on your turn, you can make an additional attack as part of that action.
  • You become immune to Necrotic damage
  • The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, it's always considered bright light, ignoring even magical darkness.

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


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