Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature. The Oath presented here is the Oath of the Sun.

Oath of the Sun

Paladins who follow the Oath of the Sun know that the Sun is a sacred thing. They follow not a particular god or goddess, but instead the boons that the Sun brings to the world, such as light, life, and warmth. Paladins who take this Oath are naturally born to lead, even if they initially fear their birthrights as born military commanders, political leaders, or even heroes.

A Paladin who takes this Oath fights not for themselves, but instead for others, often fighting to protect their family and friends from the forces of evil. The Sun grants the Paladin a soul filled with holy light, and the power to see justice and order accomplished

Tenets of the Sun

The tenets of the Oath of the Sun hold a paladin to bring warmth and kindness to a world that they feel is inherently cold and cruel. They worship the sun and its lifegiving power.

Hakuna Matata

It means no worries, for the rest of your days. It is your problem free, philosophy. You teach it to as many as you can.

Circle of life

It moves us all. Through despair and hope. Through faith and love, until we find our place, o’or the path unwinding.

Kingdom of the Sun

Everything the light touches is our kingdom. A king’s time as ruler rises and falls like the sun. One day the sun with set on your time, and another will rise.

Be Prepared

You can’t be caught unawares. So prepare for the chance of a lifetime. A shining new era, is tiptoeing nearer, and injustice deliciously squared, be prepared!

Oath of the Sun Spells

You gain oath spells at the paladin levels listed.

Level Spells
3rd Guiding Bolt, Faerie Fire
5th Silence, Zone of Truth
9th Daylight, Blinding Smite
13th Dominate Beast, Banishment
17th Sunbeam, Find the Path

A Mighty King

Beginning at 3rd level, you have mastered the art of using your movements to increase your damage potential, leaping on your foe like a savage lion. Whenever you move more than 10ft in a turn, you can attempt to Grapple as bonus action.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Bathe in the Light

You can use your Channel Divinity to create a scorching sun that burns your enemies. As an action, you may call down a furious storm of holy light which burns and sears your foes. At the start of its turn, Each creature within 10ft of you takes Radiant damage equal to your Charisma score and must make a Constitution saving throw DC=8+prof. modifier+ CHA modifier) or be blinded until the end of your next turn. You must maintain concentration to continue this effect, and if you should lose concentration, the effect immediately ends.

Credit: Edwardckkk

Aspect of the Savanah

You can use your Channel Divinity to draw upon the power of the sun, granting yourself the blessing of power, intelligence, or craftiness that comes with the beasts that walk the savannah. When you use this Channel Divinity option, choose one of the following aspects to assume.

Aspect of the Lion

You assume the powerful aspect of a lion, the kings of the savannah. For 10 minutes, you have advantage on all Charisma and Strength checks, in addition to +10 movement speed.

Aspect of the Monkey

You assume the wise and venerable aspect of the monkey, seers and soothsayers of the savannah. For 10 minutes, you have advantage on all Intelligence and Wisdom checks, in addition to being able to read all mundane languages.

Aspect of the Hyena

You assume the crafty and resilient form of the hyena, the survivors of the savannah. For 10 minutes, you have advantage on all Dexterity and Constitution checks, in addition to being able to disengage as a bonus action.

Warmth of the Sun

Beginning at 7th level, you and allies are within 10ft of you and are considered resistant to cold and necrotic damage.

Additionally, allies within your aura can add your Charisma modifier to their damage rolls whenever they hit a foe with fire or radiance damage.

A King's Home

Beginning at 15th level, whenever you rest for the night, you may create a protective space for you and your allies to bed down. Using this feature, you may cast the Guard and Wards spell, without requiring material components.

You may use this ability once per long rest.

Avatar of the Sun

At 20th level, your body shines like the morning sun, giving succor to your allies while burning your foes to ash with holy light. Using your action, for 1 minute, you become an avatar of the sun, which gives you the following benefits for 1 minute:

You deal an extra 1d8 radiant damage each time you hit a foe with a weapon attack.

Each time a foe attempts to attack you, they must make a Constitution saving throw (DC=8 + prof. modifier + CHA modifier) or be blinded until the end of your next turn.

As long as you are not unconscious, allies within 15 feet of you regain a number of HP equal to your Charisma modifier at the end of your turn.

Credit: Shutterstock.

Inspiration

This Oath, especially the tenets themselves, are a direct reference to Disney's "The Lion King" All lyrics are owned by Disney, the songwriters, and/or any other copyright holders. I did not create those lyrics, and they are of course, not my own work, nor is it my intention to present it as such. If you find those tenets to be too cringeworthy, you are of course free to change them to suit your needs. In general, the theme of this Oath is well suited to Paladin's with some sort of royal lineage or connection to the sun, nature, or the savannah. At the DM's discretion, this might be a perfect sublass to restrict for use with Tabaxi characters, of which you can find in Volo's Guide to Monsters, page 115.