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```metadata

title: Oath of The Blazing Sun


description: ''
tags:
- paladin
- subclass
- sun
- homebrew
- Cacaolat
- light
- oath
systems:
- 5e
renderer: legacy
theme: 5ePHB

```

# Oath of the Blazing Sun


Sunlight is as fundamental to life as the water we drink, the land we farm, and the
wind turning our windmills. Therefore, paladins of the Sun serve different gods of
light. Swearing to defend this vital pillar and everything that is born from it.
They represent the coming of the day, the awakening of life and the prosperity that
warmer times promise. But make no mistake, they are as loved by the people as they
are feared by the forces of darkness and their lackeys. Graced by the gods, these
knights are granted a tiny fraction of the mother star's power. At least as long as
their will remains unbreakable.
## Tenets of the Sun
Multiple cultures, deities and beliefs revolve around the concepts of light and the
Sun. Some were forgotten a long time ago and others have survived as a result of
ancient rituals and legends. Some are cults based on secrecy and others are new
beliefs that sprout and spread out of necessity. We may encounter long lineages of
knights of the Sun or sporadic promises of servitude in exchange for a better life.
Paladins who devote their lives to defending these resources often work under
similar commitments regardless of their origin.
##### Life
From light life is born. You must defend the right to live of all beings spawned by
light. Don't take a life unless the lives of innocents are in danger.
##### Purity
As a paladin of the Sun, it is your duty to free the world from the scourge of dark
forces and their impure creatures. Those who reject the light don't deserve your
compassion.
##### Guidance
Don't stand by idly when you see a lost soul. Guide and show the warm path of
appreciation to light to those who need purpose.
##### Sacrifice
Being a Sun acolyte, you understand that your existence, as well as that of others,
is part of an endless act of sacrifice. The Sun's light also burns, appease it so
that no one suffers the consequences of its heat.

<div style='margin-top:12px'></div>

#### Conjuros de Juramento del Sol


|Nivel |Conjuros
|:----:|:-------------|
| 3 | *Guiding Bolt, Searing Smite*|
| 5 | *Minor Restoration, Purifying Flame*|
| 9 | *Beacon of Hope, Sun God's Spear*|
| 13| *Burning Sun, Mass Cure Wounds*|
| 17| *Flame strike, Reward of the Sun God*|

```
```

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<div class='pageNumber'>1</div>
<div class='footnote'> Paladin | Oath of the Blazing Sun</div>

<div style='margin-top:180px'></div>

Those who follow the path of the Sun receive their strength with greater intensity
when they are directly exposed to the rays of the star to which they dedicate their
lives. When you are under sunlight, your Channel Divinity and other traits of this
subclass are enhanced.
### Channel Divinity
#### Solar Flare
As a reaction, you can punish those near you who have attempted to harm you and
failed in their attempt by using your Channel Divinity. A fraction of the energy of
your star emerges from you, impaling your opponent and returning to your body. The
enemy takes 1d6 fire damage if it misses you with an attack within 10 feet.

**Enhanced:** Under the blazing Sun, creatures take 1d12 fire damage instead. The
enhanced damage increases to 2d8 at 8th level, 2d10 at 13th level, and 2d12 at 18th
level.
#### Piercing Rays
As an action, you raise your holy symbol and speak a prayer, causing a wave of
light to pulse from your holy symbol in a 30-foot-radius sphere. Any magical
darkness in that area is dispelled and each undead, as well as any creature native
to the Shadowfell or that has Sunlight Sensitivity, must make a Constitution saving
throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.

**Enhanced:** Under the blazing Sun, the effect radius is doubled and prevents the
creation of magical darkness for 1 minute. Undead, shadow creatures, and light-
sensitive creatures in the area of effect take radiant damage equal to 1d6 + your
Charisma modifier.
### Aura of Solar Grace
When your allies are near you, they feel a comforting warmth emanating from within
them. Starting at 7th level, you and friendly creatures within 10 feet of you have
resistance to cold and necrotic damage, and advantage on saving throws against
exposure to cold weather and frostbite. At 18th level, this aura's range increases
to 30 feet.

\page

### Reminiscent Embers


Starting at 15th level, when you are reduced to 0 hit points, you can choose to
suffer 1 level of exhaustion and be reduced to a number of hit points equal to your
paladin level. Once you’ve used this feature, you cannot use it again until you
finish a long rest.

**Enhanced:** Under the blazing Sun, you regain twice as many hit points.

Additionally, you reduce your exhaustion level by 1 if you spend at least one hour
exposed to the Sun. You can now use 10 of your lay on hands points to transfer 1
exhaustion level from a companion to yourself. Once you use this trait, you cannot
use it on the same person again until you and the recipient finish a long rest.

### Sun Aspect's Favor


At 20th level, you can use your action to assume your form as an aspect of the Sun.
For 1 minute you gain the following benefits:
- You emit an aura of sunlight in a 30-foot radius. Allies who start their turn
within your aura regain 10 hit points.
- Shining light emanating from you smoothly iluminates with bright light in a 30-
foot radius, and dim light shines 30 feet beyond that.
- Fire and radiant damage heals you rather than damaging you.
- You are your own source of solar power. Your Sun Paladin traits manifest in their
enhanced form.
- Within the sunlight aura, magical darkness effects dissipate as if Channel
Divinity: Piercing Rays was active.
- You can use your Channel Divinity: Solar Flare once per turn without consuming
its use, but it does consume your reaction.
- you have advantage on saving throws for the duration of the transformation.

**Enhanced:** Under the blazing Sun, you feel closer to your deity than ever. You
can have a few words with your Sun incarnation.

You are exhausted once the transformation's effect ends. You suffer 1 level of
exhaustion.
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```
```

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##### Custom spell, Purifying Flame.


Used by Clerics, Druids and Paladins.

#### Purifying Flame


*2nd level, evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** S
- **Duration:** Instantaneous

When you touch a creature, you connect its soul to your deity, so that it can be
purified. The affected creature takes 1d4 fire damage. The target of the spell
regains a number of hit points equal to five times the damage taken at the start of
its next turn, as long as the creature has remained conscious until then. This
spell has no effect on constructs. The following creatures receive the healing
effect as fire damage instead: aberrations, infernals, and undead.

**At higher levels.** When you cast this spell using a spell slot of 3rd level or
higher, the damage increases by 1d4 for each slot level above 2nd, up to a maximum
of 3d4.

<div class='pageNumber'>2</div>
<div class='footnote'>Paladin | Oath of the Blazing Sun</div>

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