Thaedros Subclasses

Paladin: Oath of the Last Light

Sacred warriors who stand as beacons of hope in a world where the gods have fallen silent.

Paladin: Oath of the Last Light

Paladins who swear the Oath of the Last Light are the final guardians of civilization, the unbreakable sentinels of those who remain. They do not seek glory, conquest, or even victory—only the certainty that what was lost shall never be forgotten, and that what remains will not be taken.

The Stewards of the Dawn, an order of Paladins in Yldan, uphold this oath with unwavering conviction. These warriors do not kneel before gods, for the gods have fallen silent. Instead, they draw divine power from their own unshakable purpose, from the light of hope they refuse to let die.

Oath of the Last Light Spells

Your dedication to preservation ensures you always have certain spells ready. When you reach a Paladin level specified in the table below, you always have the listed spells prepared.

Paladin LevelSpells
3rdsanctuary, shield of faith
5thlesser restoration, warding bond
9threvivify, aura of vitality
13thdeath ward, resilient sphere
17thwall of force, greater restoration

3rd Level: Channel Divinity

When you take this Oath, you gain the following Channel Divinity options:

Last Stand. As a reaction, when an ally within 30 feet drops to 0 HP, you can use your Channel Divinity to grant them a surge of divine protection. They instead drop to 1 HP and gain temporary hit points equal to twice your Paladin level. Until the end of their next turn, they have resistance to all damage and advantage on death saving throws.

Light in the Darkness. As a Magic action, you can ignite an aura of divine perseverance for 1 minute. All creatures of your choice within 10 feet of you gain a bonus equal to your Charisma modifier (minimum +1) to saving throws against being frightened, charmed, or knocked unconscious. Additionally, when an affected creature would be reduced to 0 hit points, they can choose to drop to 1 hit point instead. Once a creature benefits from this last effect, they can't do so again until they finish a long rest.

7th Level: Aura of the Dawn

You radiate resilience, fortifying those who fight by your side. You and friendly creatures within 10 feet gain temporary hit points equal to your Charisma modifier (minimum of 1) at the start of each of their turns while they are bloodied (below half HP).

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

15th Level: Guardian's Resolve

Your presence becomes a bastion of hope that strengthens those around you.

Steadfast Presence. Allies within your Aura of Protection gain advantage on saving throws against effects that would cause the unconscious, stunned, or paralyzed conditions.

Protective Intervention. When an ally within 30 feet of you takes damage that would reduce them to 0 hit points, you can use your reaction to reduce that damage by an amount equal to 1d10 + your Charisma modifier + your Paladin level. You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses when you finish a long rest.

20th Level: Beacon of the Last Light

You become an avatar of hope, your very presence defying despair and protecting those who stand with you. As a bonus action, you can awaken the full power of your Oath for 1 minute, gaining the following effects:

Radiant Guardian. You shed bright light in a 30-foot radius and dim light 30 feet beyond that. Allies in the bright light gain temporary hit points equal to your Charisma modifier at the start of each of their turns and have advantage on attack rolls.

Eternal Vigil. Your attacks deal additional radiant damage equal to your Charisma modifier. When you hit an enemy, they have disadvantage on their next attack roll against an ally.

Light's Mercy. As a reaction when an ally within the bright light drops to 0 hit points, you can instantly move up to your speed toward them (this movement doesn't provoke opportunity attacks) and cast cure wounds at 4th level on them without expending a spell slot.

Once you use this feature, you cannot do so again until you finish a long rest, unless you expend a level 5 spell slot to restore it.