Paladin
Base Class: Paladin

The Oath of the Candle is sworn by Paladins who would take any means necessary to stand against darkness, to protect the innocent from outsiders, malignant fae, or any other monsters that prowl the night. To serve as a beacon of hope, the candle showing the path even through the darkest nights. For a Paladin of the Candle no means is too severe to protect the common folk from nightmares.

Tenets of the Candle

The Oath of the Candle has five tenets that intend to engender on some level, a single minded, unrelenting will to protect the lives and wellbeing of innocents at any cost, and are occasionally carved or tattooed onto the chest of the oathmaker.

Shield the Innocent. The lives and welfare of the common folk are to be placed above all else, and you must, if necessary shield them with your own body.

Illuminate the Way. You shall act as a beacon, lighting a path to safety for the innocent even in the darkest night.

Purge the Shadows. The creatures that stalk the night are to be shown no mercy, only divine judgement.

Exemplify the Virtuous. You are to be an exemplar of courage and determination no matter the fear you may feel in your heart.

Excoriate the Wicked. Those who plot in shadow shall be given no safe harbor in their lies, and no means are unacceptable to obtain truth when lives are at stake.

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Liar’s Brand - You can use your Channel Divinity as a means to interrogate a captive foe. You can touch a captive sentient entity imbuing them with a magical brand, that will wrack the interrogated with pain or otherwise inflict some sort of tell when the interrogator lies, lasting until you take a long rest. When interrogating this entity, you will have advantage on insight checks to detect lies against the entity. 

Upon the end of this effect, if you caught the entity in a lie, you may elect to inflict a searing brand, inflicting 2d6 fire damage, and permanently marking the entity as a liar.

Turn the Outsider - You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Protection

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature to not take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

At 18th level, the aura extends to fifteen feet.

Candle’s Glow

At 15th Level you can, at will, imbue your weapons with holy light. Weapons you wield can deal either radiant damage, or damage of the type your weapon would normally produce. Additionally, you can, once per round, choose to inflict an additional 2d8 radiant damage with a weapon or spell attack.

Unyielding Protector

At 20th Level you may once per long rest, become a paragon of sacrifice, an unyielding champion, and bringer of judgement upon the wicked. Using your action you undergo a transformation. For 1 minute you gain the following benefits.

  • You deal an additional 3d8 radiant damage with each successful weapon attack.
  • You have advantage on attack rolls made against a creature that dealt damage to you in the previous turn.
  • Additionally, you may, for the duration of the transformation ignore the effects of dropping to 0 hit points. Instead, you may continue fighting as normal, however, each time you would take damage, it is treated as failure of a death save. If you are damaged three times at zero hit points you may no longer gain hit points.

At the end of the transformation, the full effects of any damage taken take full effect, including failed death saves.

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