Paladins of Vecrona Profession in The Sundered Ring | World Anvil
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Paladins of Vecrona

Paladin


Hit Points

Hit Dice: d10 per Paladin level
Hit Points at first Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

 


Subclass Options

Oath of the Wyrm

The Oath of the Wyrm is a dedication to uphold the authority of the Dragon Gods and, by extension, that of the Church. Often called dragon knights (or drakonauts in the eastern territories), these paladins specialize in mounted combat (both on the ground and in the skies) and act as ambassadors and representatives of the Church to foreign dignitaries.

Tenets of the Wyrm

Though the details vary from temple to temple, the Oath of the Wyrm has carried the same weight since the founding of the Church itself, and the paladin is always sworn to some iteration of these tenets.
Duty and Obedience. The Church speaks with the authority of the Dragons themselves, and is to be heeded in all things.
Companions of War. Even the Saint Doriah herself could not stand alone against an army; your allies are your greatest strength.
Cleanse with Fire. Not all problems can be solved with words. When conflict must be had, let it be final, and let new growth spring up from the scorched earth you leave in your wake.
 

Oath Spells

You gain oath spells at the paladin levels listed.
Oath of the Wyrm Spells
Paladin Spells
3rd feather fall, guiding bolt
5th aid, enhance ability
9th fear, protection from energy
13th guardian of faith, freedom of movement
17th commune, conjure volley
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Breath Weapon. As an action, you imbue your breath with the power of the elements. Choose either fire or lightning. For one minute, you can use a bonus action to exhale energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.   Fearful Presence. As an action, all creatures of your choice within 30 ft. of you that you can see must make a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can make the saving throw again at the end of each of its turns, ending the effect on a success.

Bonus Proficiencies

Also at 3rd level, your training as a representative of the Church grants you additional skills. You gain proficiency in Animal Handling if you do not already have it, as well as one Charisma-based skill of your choice.  

Companion of War

At 7th level, the Dragons have granted you a draconic companion. The drake obeys your commands as best it can. It acts on your initiative in combat, and has all the statistics of a guard drake.   At 18th level, your drake companion undergoes a divine metamorphosis and transforms into a war drake (detailed later in this document).  

Aura of Resistance

Starting at 15th level, you and friendly creatures within 10 feet of you gain resistance to acid, cold, fire, and lightning damage.   At 18th level, the range of this aura increases to 30 ft.  

Draconic Majesty

At 20th level, you can become an avatar of draconic might, cloaked in fire and lightning. You are Death to your enemies and Salvation to your allies. For 1 minute, you gain the following benefits:  
  • You and your drake each gain resistance to all damage, as well as advantage on all saving throws. Additionally, when you or your drake hit a creature with a weapon attack, the attack deals an extra 2d6 fire damage and 2d6 lightning damage.
  • All enemies of your choice within 60 feet of you must make a Wisdom saving throw at the beginning of each of their turns. On a failure, they are frightened of you until the beginning of their next turn.
  • You and all allies of your choice within 60 ft. of you gain 10 temporary hp at the beginning of each of their turns.
Once you use this feature, you can't use it again until you finish a long rest.


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