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.
Comments