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  1. Oath Of the Light
  2.  
  3. Oath of the Light
  4. The Oath of the Light is as old as Oaths themselves and the Light of the world. Sometimes called Radiant knights, Celestial knights, or LightBringers, paladins who swear this oath cast their lot with the side of the light, the cosmic struggle against darkness, because they love all of the things that light nurtures, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of Radiant things, Suns, Stars, or the moon—to reflect their commitment to preserving life and light in the world.
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  6. Tenets of the Light
  7. The tenets of the Oath of the Light have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its fair central principles are simple.
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  9. Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
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  11. Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
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  13. Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
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  15. Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
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  17. Oath Spells
  18. You gain oath spells at the paladin levels listed.
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  20. Oath of the Light Spells
  21. Level Spells
  22. 3rd Guiding Bolt, Longstrider
  23. 5th Moonbeam, Misty Step
  24. 9th Haste, Protection from Energy
  25. 13th Dimension Door, Otiluke's Resilient Sphere
  26. 17th Dawn, Wall of Light
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  28. Channel Divinity
  29. When you take this oath at 3rd level, you gain the following two Channel Divinity options.
  30. Lights Wrath: You can use your Channel Divinity to invoke Radiant forces to ensnare a foe. As an action, you can cause glowing tendrils to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the Tendrils, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the tendrils vanish.
  31. Illuminate the Faithless: You can use your Channel Divinity to light up foes weakpoints and obscure their vision. Against creature you can see within 10 feet of you, using your Channel Divinity you and your allies gain advantage on attack rolls against the creature for 30 seconds or until it drops to 0 hit points or falls unconscious.
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  33. Aura of Warding
  34. Beginning at 7th level, ancient radiant magic lies so heavily upon you that it forms an celestial ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
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  36. Undying Sentinel
  37. Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
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  39. Champion Of Light
  40. At 20th level, you can assume the form of an ancient being of light, taking on an appearance you choose. For example, your skin might turn Golden or take on a Fire like texture, your hair might become glowing tentrils or Starlike, or you might sprout Feathers or have a golden halo appear. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: At the start of each of your turns, you regain 10 hit points. Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. Once you use this feature, you can't use it again until you finish a long rest.
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