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  Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of Sunlight 
  In the wastes, the sun is a double-edged sword: though it 
  brings light, warmth, and nourishment to the little greenery 
  there is in the desert, it also burns, blinds, and can destroy 
  those who do not respect it. Paladins who take the Oath of 
  the Sun understand the sun's dual nature, and strive to both 
  bring its light to the darkest reaches of the world and to 
  protect those who fall prey to the sun's rays out of 
  happenstance or misfortune. 
     Unlike other paladins, most brothers who take the Oath of 
  the Sun belong to a clergy of a sun god of some sort, be it 
  Amaterasu, Apollo, Ra, or any other. They most often serve 
  as templars, protecting their temples from raiders, bandits, 
  and more supernatural threats. They are uniformly good, 
  though their adherence to laws other than that of their faith 
  is sometimes shaky. 
  Tenets of the Sun 
  The Oath of the Solar Brotherhood is always taken in 
  public at the height of noon, among the congregation of the 
  paladin's church. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       The Sun Rises. The sun rises over the horizon each day, 
  without fail, spreading light over the whole of the world. So 
  should you never fail in your task to spread your faith and 
  knowledge every day. 
       The Sun Blazes. Under the noonday sun, only the pure 
  may survive for long. Those that fear the sun must see its 
  light, so as to burn away their impurity. 
       The Sun Sets. The sun must rest each night, and give 
  the world a chance to sleep. So too should you give rest to 
  your fury and righteousness in the service of mercy, though 
  only to those who deserve it. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  absorb elements, burning hands 
  5th 
  darkvision, scorching ray 
  9th 
  daylight, spirit guardians 
  13th 
  fire shield, wall of fire 
  17th 
  hallow, immolation 
  Channel Divinity  
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Glorious Radiance. As an action, you can begin 
  radiating bright sunlight. While this effect is active, you 
  shed bright light out to a radius of 30 feet. Additionally, 
  you gain a number of temporary hit points equal to your 
  paladin level + your Charisma modifier. If a creature hits 
  you with a melee attack while you have these hit points, 
  you can use your reaction to deal 5 points of radiant 
  damage to it. This effect lasts for 1 hour, until the hit points 
  are expended, or until you dismiss it. When you reach 9th 
  level, the effect deals 10 points of radiant damage, and at 
  17th level, it deals 15 points of radiant damage.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
       Solar Flare. As an action, you can emit a blinding flash 
  of light. When you do so, all creatures you choose within 
  20 feet of you must make a Dexterity saving throw or be 
  blinded for 1 minute. An affected creature may make a 
  Constitution saving throw at the end of each of its turns to 
  end the effect. 
  Sun’s Warmth 
  At 7th level, you and all friendly creatures within 10 feet of 
  you have resistance to fire and cold damage, and can 
  tolerate temperatures as low as -50 degrees Fahrenheit and 
  as high as 300 degrees Fahrenheit. Additionally, when you 
  deal fire damage, you can choose to deal radiant damage 
  instead, or vice versa. 
       At 18th level, the range of this aura increases to 30 feet. 
  Incandescent Fury 
  At 15th level, the damage die for your Improved Divine 
  Smite becomes a d10. 
  Zenith 
  At 20th level, as an action on your turn, you can fill 
  yourself with the sun's brilliant wrath. You may cast the 
  spell sunbeam without using a spell slot. Additionally, at 
  the start of each of your turns during this spell's duration, 
  you regain hit points equal to your Charisma modifier if 
  you have no more than half your hit points left. Once you 
  use this ability, you must take a long rest before you can do 
  so again. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of Sunlight.pdf