Base Class: Paladin
The Oath of the Lamp is a quiet oath of remembrance and hallowing of the old ways and of miracles. Paladins who swear this oath are those who have a strong connection to the past and who will fight with their lives on the line to preserve the history of their ancestors and of their righteous past. Theirs is a strict religious and social order which is difficult to join if one is not born into it.
Every year, those of the Oath of the Lamp have an 8-day long celebration about remembering the founding of their order.
The tenets of the Oath of the Lamp are numerous, reaching more than 600 in number, though they can be easily simplified into 4 general ideas.
Faith. Do not consider the effects of other gods or condone their worship. This includes the repeat acceptance of healing by the magic of other gods.
Commitment. Do not turn your back on your vows, whether to your god or to your fellow man.
Justice. Do not harm those who do not deserve it, but do not show mercy to those who do. Protect the innocent and your comrades.
Truth. Do not condone theft. Do not lie for your own benefit or even the benefit of others.
Channel Divinity
Fiery Weapon: As an action, you can imbue one weapon that you are holding with searing might using your Channel Divinity. For 1 minute, the weapon deals an additional 1d6 fire damage, emits dim light in a 20 ft radius, and is considered magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer carrying this weapon, or if you fall unconscious, the effect ends immediately.
The extra damage increases to 2d6 at 9th level and 3d6 at 17th level.
Turn the Unclean: As an action, you present your holy symbol and speak a prayer censuring constructs and undead, using your Channel Divinity. Each construct or undead that can see or hear you within 30 ft of you must make a Wisdom Saving throw. If the creature fails its saving throw, it 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 ft of you. It also can't take reactions. For its action, it can use only the dash action to try and escape from an effect that [revents it from moving. If there's nowhere to move, the creature can use the dodge action.
Aura of Lucidity
Starting at 7th level, the tenets of your Oath bring you closer to your deity. If you did not already speak it, you now understand and speak Celestial. You also understand all languages, but cannot speak them unless you already know them or learn them from some other source. In addition, any Religion or Investigation checks made by you or allies within 10 ft of you gain a bonus equal to your Charisma modifier while you are conscious.
At 18th level, this increases to 30 ft.
Attendant Flame
Starting at 15th level, when you are reduced to 0 hit points and not killed outright, you can choose to drop to 1 hit point instead. Immediately, all hostile creatures within 15 ft of you take 1d10 + your charisma modifier points of fire damage. In addition, until you are either reduced to 0 hit points again or until 3 turns pass, whichever comes first, you have immunity to fire damage.
Once you use this ability, you can't use it again until your next long rest.
Servant of the Endless One
Starting at the 20th level, the true name of your deity is formed within the confines of your mind. It is wholly unpronounceable, but you perfectly understand the intricacies of it. As an action, you can evoke the form of one of his servants. For 1 minute, you gain the following benefits:
- wings sprout from your back and grant you a flight speed of up to 60 ft
- you are wreathed in holy flames. you are under the effects of the Flame Shield spell for the duration of the transformation.
- any time you make an attack that deals fire damage, add an extra die to the damage roll. if the damage does not normally have a die assigned to it, add 1d6 instead.
- you gain all the effects of a short rest but may only use up to 3 hit dice to regain health.
Once you use this feature you can't use it again until you finish a long rest.
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