Base Class: Paladin
Paladins who take the Oath of the Torch seek to guide their companions to a better future by serving as a beacon cutting through falsehood and despair. Often called lightbearers, paladins that follow this oath are often found serving as beloved squad commanders or relentless investigators. It is not enough for a paladin following this oath to simply defeat an evil, expose a lie, or to save a life. They strive at all turns to make the world around them a better place for themselves and their companions to live in.
Tenets of the Torch
The Oath of the Torch calls a paladin to use their power to forge a better future for themselves and the people of their choosing.
Be a Beacon. No matter what adversity you face, use your light to guide others to hope and better days.
Cut Through the Darkness. Falsehood and despair will surround you at all times. You must cast it aside and follow the light of truth.
Share Your Warmth. Smiles and hearty laughter can be the best antidote to despair. In your darkest hour, rally your companions with the power of your warmth.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Purge Falsehood. You can use your Channel Divinity to burn away deceptions surrounding you. As an action, you present your holy symbol and each shapeshifter that isn't in its true form, as well as each other creature that is magically disguised or polymorphed within 30 feet of you, must make a Charisma saving throw. On a failed save, the creature is returned to its true form, and all effects magically disguising it end. Additionally, any illusions within 30 feet of you that were created by a spell of level less than a quarter of your paladin level rounded up are dispelled.
Ignite the Future. You can use your Channel Divinity fill a creature with visions of a bright future. As a bonus action, you can cause yourself or another creature you can see within 30 feet of you to briefly enter a predictive trance as the power of the torch shows them what will come. Until the beginning of your next turn, the target has advantage on all attack rolls, ability checks, and saving throws they make, and creatures have disadvantage on attack rolls against them.
Aura of Illumination
Starting at 7th level, you and creatures of your choice within 10 feet of you receive a bonus to Wisdom (Insight) checks made to determine if a creature is lying and Wisdom (Perception) checks made to see a hidden creature or object equal to your Charisma modifier.
At 18th level, the range of this aura increases to 60 feet.
Flaring Hope
Beginning at 15th level, immediately after you damage a creature with your Divine Smite feature or one of your oath spells, you may release a burst of restorative energy. Creatures of your choice within 30 feet of you that are suffering the blinded, charmed, deafened, frightened, paralyzed, poisoned, paralyzed, or stunned conditions have those conditions ended for them.
You may use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after you finish a long rest.
Vanguard of Light
At 20th level, you can become an avatar of inspiration for your allies. As a bonus action, you gain the following benefits for 1 minute:
- You and allies within 30 feet of you have truesight with a range of 60 feet.
- The first time you or an ally within 30 feet of you makes an attack roll, ability check, or saving throw each turn, that creature gains advantage on that roll.
- You may use your action to end this effect early and return the corpse of a creature that died no more than a minute ago within 30 feet of you to life with all of its hit points.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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