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    Dwarf in the Playground
     
    thisdude9001's Avatar

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    Dec 2018
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    Mystical land of Nebraska
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    Default Re: D&D Subclass Contest XI: Points For Everybody!

    Oath of Light
    Oath Spells
    You gain oath spells at the paladin levels listed.

    Oath of Pride Spells
    Paladin level Spells
    3rd Faerie Fire, Divine Favor
    5th Continual Flame, Flame Blade
    9th Daylight, Beacon of Hope
    13th Sickening Radiance, Fire Shield
    17th Immolation, Wall of Light


    3rd
    Deities Light

    While in any form of light you begin to gain Luminous points. It takes a course 1 hour to gain your Luminous points. Your max amount of points is equal to your paladin level. You cannot regain spent Luminous points until you take a long rest.

    3rd
    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    Gifts from the Light
    You can exchange your Luminous points for spell slots as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5 and only spell slots you have access to. The created spell slots vanish at the end of a long rest.
    Creating Spell Slots
    Spell Slot Level Luminous Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7


    Sun Burst
    You can release all the stored up light in an object. As an action, you touch an object to make it radiate brightly, each creature other than you within 20 feet must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isnít blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. This action returns a quarter of your level worth of Luminous points.
    You can spend Luminous points to increase the damage by 1d8 to a max of 3d8 extra damage..



    7th
    Hurling Smite

    As an action you may hurl a ball of your gods divine presence. Make a ranged spell attack to throw this energy, this ball of energy does 2d8 + your Charisma Modifier of Radiant Damage. After you roll to attack you may spend a spell slot and Luminous points equal to the spell slot to add a smite spell effect to it. A smite spell is any spell that has smite in its name, you must have it prepared.

    15th
    Burning aura

    As an action you can spend Luminous Points to produce an aura of heat 20 feet around yourself. At the end of your turn all creatures within this aura take fire damage equal to the Luminous Points spent, you can continue this effect by spending a bonus action for a number of rounds equal to your level.

    20th
    Beacon of Light

    At 20th level, you gain the ability to harness extraordinary light. As an action, you embody the light of your god, gaining the following benefits for 1 minute:
    • You begin to emit a 60-foot-radius sphere of bright light and sheds dim light for an additional 60 feet.
    • Your attacks deal an extra 1d8 radiant damage.
    • Any creature of your choice within 15 feet of you has to make a constitution save or be blinded for 1 minute. Immune to blindness for 1 minute if success. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
    • All healing in the area of your bright light, of your choice, heals for maximum.

    Once you use this feature, you can't use it again until you finish a long rest.
    Last edited by thisdude9001; 2019-10-14 at 07:57 AM.
    My limited homebrew experience
    oh hey didn't see you there