3rd-level Oath of the Lantern feature
Paladins who swear the Oath of the Lantern dedicate themselves to hunting aberrations, sealing Veil breaches, and protecting the innocent from the horrors beyond reality. They are the shield against the darkness, the light in the eternal ash. Most serve in the Lantern Order, a militant organization that spans multiple Domains, but lone Lantern paladins are common—wandering knights who go wherever aberrations threaten.
Tenets of the Lantern
- Illuminate the Darkness: Seek out threats from beyond the Veil and destroy them.
- Protect the Innocent: Stand between the helpless and the horrors that hunt them.
- Seal the Breaches: Close tears in reality wherever you find them.
- Bear the Light: Carry hope to those who have none. Your presence must inspire courage.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | detect evil and good, protection from evil and good |
| 5th | lesser restoration, see invisibility |
| 9th | remove curse, magic circle |
| 13th | banishment, guardian of faith |
| 17th | dispel evil and good, hallow |
Channel Divinity: Lantern's Radiance
At 3rd level, you can use your Channel Divinity to become a beacon of searing light. As an action, you present your holy symbol and emit bright light in a 30-foot radius and dim light for an additional 30 feet. This light lasts for 1 minute.
While the light is active:
- Aberrations and undead in the bright light have disadvantage on attack rolls.
- When an aberration or undead starts its turn in the bright light, it takes radiant damage equal to your Charisma modifier.
- Allies in the bright light have advantage on saving throws against fear.
Channel Divinity: Seal the Breach
At 3rd level, you can use your Channel Divinity to temporarily close tears in reality. As an action, you can touch a surface and create a 10-foot-radius zone centered on that point. For 1 hour, aberrations cannot teleport into or out of the zone, and Veil anomalies within the zone are suppressed (DM's discretion on specific effects).
Additionally, if there's an active Veil breach (portal, tear in reality, etc.) in the zone, you can attempt to seal it. Make a Charisma check. The DC is determined by the DM based on the breach's power (DC 15 for minor, DC 20 for major, DC 25 for catastrophic). On a success, the breach closes.
Aura of Warding
At 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells cast by aberrations and undead.
At 18th level, the range of this aura increases to 30 feet.
Hunter's Mark
At 15th level, when you hit an aberration or undead with a weapon attack, that creature is marked for 1 minute. While marked:
- You have advantage on weapon attack rolls against it.
- It has disadvantage on saving throws against your spells.
- If it tries to teleport, the teleportation fails (no action or resources are expended).
The mark ends early if the creature drops to 0 hit points or if you mark a different creature.
Lantern Champion
At 20th level, you can become an avatar of purifying light. As an action, you undergo a transformation that lasts for 1 minute. While transformed:
- You emit bright light in a 60-foot radius and dim light for an additional 60 feet.
- Aberrations and undead within the bright light have disadvantage on all rolls.
- Your weapon attacks deal an additional 2d8 radiant damage.
- At the start of each of your turns, you and all allies within the bright light regain hit points equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.