Paladin
Base Class: Paladin

The tenets of the Oath of the Fall Guard have been preserved for uncounted centuries. This oath emphasizes the principles of internal goodness in all above any forces of evil and corruption. The principles of the Five Torches are simple. 

Tenets of the Watchers

The Kindled Torch. Through your acts of mercy, kindness, and forgiveness, shine the light of hope in the world, beating back despair.

The Protecting Torch. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

The Eternal Torch. Delight in song and laughter, in beauty and art, the timeless goods of scoiety. If you ignore the light of past Torch Bearers, you are doomed to fall into darkness yourself

The Purifying Torch. When dark, fallen energies encroach on the world in places, people, and objects, light must purify it. Use your gifts of light to expel their energies and influence in all it's forms.

The Blazing Torch. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Eyes of Purity

As you have vowed to see and maintain the good in all things your eyes are shown as a sign of your oath before others. When someone looks at your face or stares into your eyes, they appear as orbs of radiant light, or small balls of flame before the individual. You gain expertise in Insight, but your vowed allegiance is known to all who look into your eyes, for better or worse.

Channel Divinity

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

Shine in Darkness. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Disspell the Shadows. You can use your Channel Divinity to utter ancient words that are painful for Fell beings to hear. As an action, you say these Celestial words, and each fiend or Fell being 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 use only 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Torch Bearers Spells
Paladin Level Spells

3rd

alarm, purifying blast

5th

misty step, moonbeam, augury

9th

counterspell

13th

nondetection, banishment

17th

hold monster, hallow

Protection from Corruption

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Last Glimmer of Light

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

A Beacon in the Shadows

 

20th-level Oath of the Torch Bearers feature

You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight in a 120-foot radius.
  • You have advantage on attack rolls against beings from the Fell, fiends, and aberrations.
  • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest. 

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