Oath of Brilliance

The Oath of Brilliance holds a paladin to the highest standard. No longer can they uphold their tenets, they must inspire others to do the same. The unrivaled dedication and commitment to their ideals must act as a light in the darkness. Furthermore, it is not enough to let others come to the light, the light must come to them. When tragedy falls, a paladin of the Oath of Brilliance will surely arrive.

## Tenets of Brilliance

The tenets of the Oath of Brilliance highlight some key aspects, although the manner in which a paladin adopts those aspects vary.

**Be the Lantern:** A dark cavern must be illuminated. Let those lost follow you to safety.

**Shine Bright:** A mere candle is quick to douse. You must be a roaring inferno that rivals the midday sun.

**Burn Long:** There are those who need guidance that you have not met yet. Sacrifice is meaningless unless it is to protect kindled flames.

**Illuminate All:** A still fire is for warmth, you are there to lead. Venture forth always.

## Oath Spells

You gain Oath spells at the levels listed.

Oath of Brilliance Spells
 5th
 9th
 13th
 17th

## Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

* **Luminescent Strike.** As an action, you can imbue yourself with brilliant energy, showing the way forward through hardship. For the next minute, when you hit a creature with a melee weapon attack, you deal additional radiant damage equal to your Charisma modifier. Additionally, when you use *Divine Smite,* the creature you hit illuminates, causing the next attack against them to have advantage.
* **Guiding Light.** As a bonus action, you can flash with an overwhelming wave of light. A number of creatures of your choice within 60 feet up to your Charisma modifier can use their reaction, moving up to their full movement in the shortest path safely towards you. This movement does not provoke attacks of opportunity.

## Aura of Sanctuary

Starting at 7th level, the illumination you provide wards off malicious creatures. When you or a friendly creature within 10 feet of you is damaged, the damage is reduced by your proficiency bonus. This can only occur once per turn.

At 18th level, the range of this aura increases to 30 feet.

## Shining Resonance

Starting at 15th level, your bright energy is imbued through your touch. When you cause a creature to regain hit points with a spell slot, a remnant of the energy remains, causing the creature to deal an extra 1d8 radiant damage to the next creature they damage. Additionally, when you use Lay on Hands, for every 5 hit points of Lay on Hands you expend, the creature you affect deals an extra 1d8 of radiant damage to the next creature they damage, to a maximum of 5d8.

## Glowing Pinnacle

Starting at 20th level, you become a beacon that can be seen even through reality. Once per long rest as an action, you dawn an inspirational aura, allowing friendly creatures to see you from up to 120 feet through full cover and darkness of all kinds. You can be always considered within range for spells cast by friendly creatures within this area if they choose for you to be, and they can cast spells with an area of effect as if the point of origin is you. Additionally, you and friendly creatures within the same area see through illusions and invisibility.