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Order of the Candle

The Order of the Candle is the military force of Sentinel. They replaced the defunct Knights of the Moon as the official warriors and protectors of the Kingdom of Sentinel. Lord Commander Saraad is the commanders and the knights follow his orders implicitly and without question. In Sentinel, no order, guild, or organization is treated with more respect than the Knights of the Order of the Candle.   "Personal retinue of Faharajad IV, King of Sentinel. They act more like spies than knights. They even have several different uniforms so they can go into combat incognito if Faharajad IV tells them to."  

Joining the Order 

As a new associate of the Fighters Guild, you are  expected to be strong and healthy, as this is the bare minimum required to defend and deliver. You are also expected to maintain a minimum standard of public behavior and must have a clean criminal record to join. Your training usually occurs at the chapter's guild hall you joined in, which is typically short but effective. You've proven that you can handle yourself while protecting others, and now you are free to take on contracts.   Given the name of the Guild, having some form of martial training is definitely an asset, but how that is exhibited, and what type of contracts you are more likely to receive depends on your abilities. If you are skilled with weapons and armor, you will be more likely to be engaged in pest control and monster hunting. If this is the career path you see for yourself, then you are likely a warrior, ranger, barbarian, or even a monk. You will fit in with most of your fellow guild mates and will be a promising member of the team. If you are a spellcaster, you will likely be overlooked unless you can prove your worth with strong battle magics or protection. Crusaders of the Knight or Templar devotion and spellswords are well respected for their combination of magic and might always have a place in the Fighters Guild. Combat medics are seen as a necessity, especially for larger raids or when needing to escort caravans, but their restorative and defensive skills are sometimes overshadowed by the flashier acts of valor.  

Feature: Hall Access

  As an associate of the Fighters Guild, you have access to any Fighters Guild Hall across Tamriel. Here you can find simple equipment that you can borrow for temporary use and can gain the use of the shared barracks where you can rest in safety. Along with the free lodging, you can also eat and drink the modest fare offered by the Guild Hall for half the price it would cost at an inn.  

Rank and Renown 

  By gaining renown as a member of the Fighter's Guild, you rise in rank within the guild. Promotion throughout the ranks requires the approval of a superior. Advancement is a reward for services rendered to the guild, rather than an automatic consequence of increased renown.  

FIGHTERS GUILD SPELLS

Prerequisite: Spellcasting or Night Magic class feature For you, the spells on the Fighter's Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)  
Spell Level  Spell 1 Spell 2
Cantrip Resistance True Strike
1st Level Heroism Protection from Evil and Good
2nd Level Enhance Ability  Warding Bond
3rd Level Haste Protection from Energy
4th Level  Freedom of Movement Locate Creature
5th Level  Flame Strike Hold Monster
 

Rank 1: Apprentice

Prerequisite: Renown 3 or higher    As an Apprentice of the Guild, you are provided with legal counsel, and the guild will pay for any damages that may occur at the cost of completing a contract, within reason. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. Your continued training with the guild has allowed you to learn 1 maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). If a maneuver requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Agility modifier (your choice).   You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.   As a full member of the guild, you now earn a salary that supports you at a poor lifestyle, on top of your compensation for completing contracts.  

Rank 2: Protector 

Prerequisite: Rank 1 and Renown 10 or higher in the Fighter's Guild   As a protector, you've proven yourself as a skilled fighter and an apt strategist. You are personally given contracts from your guild steward and you are responsible for determining the methods and actions used to complete them. Lower ranking members of the guild now report to you, and when you are given a contract, a group of 1d6 Fighters Guild Associates can assist you on the mission, or can be assigned to completing contracts within your guild hall's region. Additionally, you have begun training with some of the most skilled fighters within the guild, learning 1 additional maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). You also gain one additional superiority die. Between contracts and adventures, you now have a salary pursuing your duties that supports you at a modest lifestyle.
Type
Guild, Fighter / Mercenary

Integrated


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