Identity
The Sun-Sworn take their oath in direct sunlight, on consecrated ground that has held a star's witness. The vow has three clauses: stand in the light; mark the dark for what it is; do not turn your back on either. Aurelion Sun-Sworn carry the oath as lineage discipline — the stellar ancestor's witness made personal. Halcyion Sun-Sworn carry it as Federation doctrine — the Light advancing. Both swing the same blade.
Features
- L3 Oath of the Sun
**Oath Channels.** You always have the following channels prepared, and they do not count against the number of channels you can prepare each day: • Paladin level 3: **Spark** (cantrip), **Sun's Touch** (1st) • Paladin level 5: **Searing Light** (2nd), **Cauterize** (2nd) • Paladin level 9: **Solar Burst** (3rd) • Paladin level 13: **Wall of Flame** (4th) • Paladin level 17: **Sun Lance** (5th) **Channel Divinity: Sun Strike.** As a bonus action, you designate a creature you can see within 60 ft 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-ft radius for the duration; it cannot benefit from invisibility or magical darkness as concealment against you. **Channel Divinity: Dawn's Cleansing.** As an action, you raise your oath-token to the light. Choose any number of allies within 30 ft of you that can see you. Each chosen ally is healed for 1d6 + your Charisma modifier HP and has any one condition from the following list ended on them: Blinded, Charmed, Frightened, or Poisoned (you choose per ally).
- L7 Aura of Radiance
You emanate a steady stellar corona. Each ally within 10 ft of you who can see or hear you adds your Charisma modifier (minimum +1) to saving throws against being **Blinded** or **Frightened**, and gains resistance to radiant damage while in the aura. Additionally, the aura sheds bright light in a 10-ft radius and dim light for an additional 10 ft so long as you are conscious; this counts as sunlight for all rules purposes. At paladin level 18, the aura's range increases to 30 ft.
- L11 Sunblessed Strike
Your weapon attacks carry stellar witness. Whenever you hit a creature with a melee weapon attack, the strike deals an additional **1d8 radiant damage**. This damage stacks with Improved Divine Smite (from your Paladin class progression) — the Paladin class radiant die and the Sunblessed die both apply. Against creatures vulnerable to sunlight or radiant damage, the additional die becomes 1d10.
- L15 Aspect of the Sun
Your body holds the discipline visibly. Permanently: • 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 is treated as sunlight for all rules purposes (you carry the witness). • You can survive in conditions of extreme heat, including direct stellar exposure short of a star's photosphere, without environmental damage.
- L18 Solar Apotheosis
Once per long rest, as a bonus action, you become a vessel of the stellar oath for 1 minute. While transformed: • You gain a flying speed equal to your walking speed. • You shed bright light in a 30-ft radius and dim light for an additional 30 ft; this counts as sunlight. • You have advantage on attack rolls. • At the start of each of your turns, each hostile creature within 10 ft 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 ft of you regains HP equal to your Charisma modifier (minimum 1). • Your weapon attacks deal an additional 1d6 radiant damage (stacks with Sunblessed Strike). The form ends early if you fall unconscious, dismiss it as a free action, or are reduced to 0 HP.