Legends of the Nentir Vale
Oath of the Ancient Dawn
Paladin Oath: The Elder Dawn
The Oath of the Elder Dawn is as old as time itself. Since the first dawn the sun has been a symbol of hope, light, and rebirth. It’s radiance provides life giving light and banishes the darkness within the world. Known as dawn knights or sometimes radiant knights, paladins who swear this oath cast their lot with the side of light in the cosmic struggle against darkness. Such knights are concerned with spreading the light of love and warmth above such civilized concerns of honor and justice. Bravery is still treasured by these paladins, but it is the bravery to express oneself and spread light in the darkest of places. Many knights adorn their armor and clothing with images of the sun and the dawn, usually in thread of gold.
Tenets of the Elder Dawn
The tenets of the Oath of the Elder Sun have been preserved for uncounted centuries. This ancient order follows the same tenants as the Oath of the Ancients, and many dawn knights contend that the green knights stole their tenants from their elder order. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
- Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
- 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.
- 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.
- 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.
When you take this oath at 3rd level, you gain the following two Channeling Divinity options.
Blinding Light. You can use your Channel Divinity to engulf a foe in radiant light. As an action, you can cause sunlight to lance down at a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be blinded. While blinded by the light, the creature repeats the saving throw at the end of each of its turns. On a success, the light dissipates. On a failure, the creature takes radiant damage equal to your paladin level + your Charisma modifier.
Healing Light. As an action, you present your holy symbol and evoke healing light that can restore a number of hit points equal to five times your paladin level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
You gain oath spells at the paladin levels listed.
|3rd||burning hands, faerie fire|
|5th||flaming sphere, scorching ray|
|13th||guardian of faith, wall of fire|
|17th||flame strike, scrying|
Aura of Warding
Beginning at 7th level, ancient light lies so heavily upon you that it forms a powerful ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. In addition, when you take damage from a spell, you radiate an aura of sunlight. For 1 round bright light shines from you in a 10-foot radius, and dim light shines 10 feet beyond that.
At 18th level, the range of this aura increases to 30 feet.
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.
At 20th level, you can shroud yourself in a mantle of burning sunlight. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You emanate an aura of sunlight. Bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
- 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.