Oath of Piety
A Paladin Oath sworn to a god of the Pantheon of Primus, with an aura of light that protects allies, extra radiant damage on melee hits and immunity to fire.
Identity
The Oath of Piety is the oldest form of the Paladin Oath. A person kneels, names a god of the Pantheon of Primus and is accepted, and the character of the Paladin varies with the god. Helios sends out Paladins who arrive at dawn and stand in front of whatever is coming, and Deimos sends few, who go to the Creed. Pious Paladins follow a rule handed down through a chain of authority that ends above them, and the power can be withdrawn.
Features
- L3 Oath Spells and Divinity
Oath Spells. You always have the following spells prepared, and they do not count against the number of spells you can prepare each day: Paladin level 3: Ember (cantrip), Beam (1st) Paladin level 5: Dazzle (2nd), Cauterize (2nd) Paladin level 9: Flare (3rd) Paladin level 13: Wall of Flame (4th) Paladin level 17: Lance (5th) Spell Divinity: Sun Strike. As a bonus action, you designate a creature you can see within 60 feet as the Marked Sunbearer. For 1 minute (or until you are Incapacitated or use this feature again), your weapon attacks against the marked target deal additional radiant damage equal to your Charisma modifier (minimum +1) on a hit. The marked target sheds dim light in a 5-foot radius for the duration. It cannot benefit from being Invisible or from magical darkness as concealment against you. Spell Divinity: Dawn's Cleansing. As an action, you raise your oath-token to the light. Choose any number of allies within 30 feet of you that can see you. Each chosen ally regains 1d6 + your Charisma modifier hit points and has one of the following conditions ended on it: Blinded, Charmed, Frightened or Poisoned (you choose for each ally).
- L7 Aura of the Named God
Each ally within 10 feet of you who can see or hear you adds your Charisma modifier (minimum +1) to saving throws against being Blinded or Frightened and has resistance to radiant damage while in the aura. While you are conscious, the aura also sheds bright light in a 10-foot radius and dim light for an additional 10 feet, and this light counts as sunlight. At Paladin level 18, the aura's range increases to 30 feet.
- L11 Consecrated Strike
Once per turn when you hit a creature with a melee weapon attack, the strike deals an additional 1d8 radiant damage. This damage stacks with the extra damage from Improved Divine Smite. Against creatures vulnerable to sunlight or radiant damage, the additional die becomes 1d10.
- L15 Aspect of the Divine
You gain the following permanent benefits: You are immune to fire damage. You have advantage on saving throws against radiant damage and against effects that would Blind you. Bright light shed in your presence counts as sunlight. You can survive extreme heat, including direct stellar exposure short of a star's photosphere, without taking environmental damage.
- L18 Apotheosis Capstone
Once per long rest, as a bonus action, you take on a stellar form for 1 minute. While transformed: You gain a flying speed equal to your walking speed. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This counts as sunlight. You have advantage on attack rolls. At the start of each of your turns, each hostile creature within 10 feet of you takes 1d8 radiant damage (no save). Creatures vulnerable to sunlight take 2d8 instead. At the start of each of your turns, each ally within 30 feet of you regains hit points equal to your Charisma modifier (minimum 1). Your weapon attacks deal an additional 1d6 radiant damage (this stacks with Consecrated Strike). The form ends early if you fall Unconscious, dismiss it as a free action, or are reduced to 0 hit points.