Paladin

Oath of the Avenger

I am the flame that cauterizes the wound. I am the chain that binds the unrepentant. I am the will of the Dawn made manifest—and sometimes, the Dawn burns those who stand in its way, even its own champions.
— Vladimar Dragos

Paladins who swear the Oath of the Avenger are divine adjudicators, chosen by Vro’kahn or one of his metallic draconic stewards to hunt down those who defy the sacred order. They are not agents of blind wrath, but of measured, radiant vengeance—a force that restores harmony through judgment, often with brutal efficiency. Many serve directly under ancient metallic dragons, acting as emissaries, inquisitors, or executioners of draconic law. However, their unyielding pursuit of 'divine correction' can bring them into sharp conflict with local authorities or other draconic factions who hold different interpretations of law or balance. An Avenger's presence is a double-edged sword: revered as a symbol of justice in lands like Kendron, but viewed with suspicion, fear, or even outright hostility in areas with anti-dragon sentiment or where their methods are deemed too extreme. The very act of channeling such focused, righteous fury can leave its mark on the Avenger, a constant reminder of the price of their power.

Core Paladin Traits

TraitDescription
Primary AbilityStrength, Charisma
Hit Point Die1d10 per Paladin level
Saving Throw ProficienciesWisdom, Charisma
Skill ProficienciesChoose two from Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
Weapon ProficienciesSimple Weapons, Martial Weapons
Armor TrainingLight Armor, Medium Armor, Heavy Armor, Shields

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) a simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

Tenets of the Avenger

  • Justice Without Delay: When the guilty are known, act. Hesitation is a gift to the wicked.
  • Balance Through Judgment: Vengeance is not cruelty—it is correction. Let your wrath be precise, but unyielding.
  • Honor the Flame: Let your fury burn clean. Do not revel in destruction, but wield it with purpose and accept its cost.
  • Serve the Stewards: Dragons are the hands of the Dawn. Their wisdom is your compass, but their will is sometimes harsh.

Oath of the Avenger Features

Paladin LevelFeature
3rdOath Spells, Channel Divinity, Draconic Affinity
7thDraconic Aegis
15thChains of Judgment
20thAvatar of Retribution

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Avenger Spells table. These spells are always prepared and don’t count against the number of spells you can prepare.

Paladin LevelSpells
3rdwrathful smite, guiding bolt
5thzone of truth, scorching ray
9thfear, spirit guardians
13thbanishment, fire shield
17thflame strike, hold monster

Channel Divinity (3rd Level)

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

  • Mark of the Dawn: As a bonus action, you target one creature within 60 feet that you can see. The target must succeed on a Charisma saving throw against your spell save DC or be Marked for 1 minute. While Marked, a glowing draconic sigil or a burning brand appears briefly on the target's form. While Marked, the target has disadvantage on attack rolls against creatures other than you, and it cannot become invisible or teleport. If it deals damage to a creature other than you, it takes radiant damage equal to your Charisma modifier (minimum 1). You must maintain concentration on this effect as if concentrating on a spell. A Marked creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You can only have one creature Marked by this feature at a time.
  • Radiant Reprisal: When a creature within 30 feet damages you or an ally, you can use your reaction to unleash a burst of radiant energy. The attacker must make a Constitution saving throw against your spell save DC or take radiant damage equal to 2d8 + your paladin level and be blinded until the end of its next turn.

Draconic Affinity (3rd Level)

Your oath binds you to a specific elemental essence of the metallic dragons. Choose one of the following damage types: Fire, Cold, Lightning, Acid, or Radiant. This is your Draconic Affinity. Once chosen, this affinity cannot be changed.

When you deal radiant damage with a spell or Divine Smite, you can choose to change that damage type to your Draconic Affinity. Additionally, when you deal damage of your Draconic Affinity type, you can add your Charisma modifier (minimum 1) to one damage roll.

Draconic Aegis (7th Level)

You radiate a protective aura infused with the elemental power of your Draconic Affinity. You and allies within 10 feet of you gain resistance to your Draconic Affinity damage type. This aura might subtly shift in color or emit a faint hum corresponding to the chosen element.

At 18th level, the aura radius increases to 30 feet.

Chains of Judgment (15th Level)

When a creature Marked by your Mark of the Dawn attempts to move or teleport, you can use your reaction to force it to make a Strength saving throw against your spell save DC. On a failure, it is restrained by spectral, radiant chains until the end of its next turn and takes 2d8 radiant damage. This feature manifests as glowing, ethereal bonds that momentarily shackle the target.

You can use this reaction once per Marked creature per short or long rest. After using this feature, you must succeed on a DC 14 Charisma saving throw or suffer 1d6 psychic damage as the weight of judgment briefly overwhelms your mind.

Avatar of Retribution (20th Level)

You become a blazing vessel of Vro’kahn’s wrath, briefly transforming into a terrifying embodiment of divine correction. As an action, you assume your Avatar of Retribution form for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest. For the duration:

  • You sprout spectral draconic wings, gaining a flight speed equal to your walking speed. These wings shimmer with your Draconic Affinity.
  • Your weapon attacks deal an additional 1d8 damage of your Draconic Affinity type.
  • When you reduce a creature to 0 hit points, you can immediately move up to 30 feet and make another weapon attack as a bonus action.
  • Enemies within 10 feet of you at the start of their turn take damage equal to your Charisma modifier (minimum 1) of your Draconic Affinity type.
  • After this feature ends, you must succeed on a DC 18 Charisma saving throw or gain 2 levels of exhaustion, as the immense divine power shatters your mortal form. If you fail this save by 5 or more, you also suffer a permanent scar (e.g., a brand of elemental energy on your skin, eyes that glow faintly with elemental light, or a voice that echoes with a draconic resonance) and you attract the attention of a powerful elemental entity or a Dragon Overlord (DM's discretion), who may seek to test your resolve or claim your power.


Design Notes

This subclass reframes vengeance as divine correction, not chaos—perfectly aligned with Vro’kahn’s role as a cosmic preserver. The dragon connection is strong: elemental resistance, radiant judgment, and the Avatar form all echo draconic power. It’s ideal for characters who are dragon-sworn knights, divine inquisitors, or champions of celestial law in Novendragos, explicitly infusing the inherent risk and unpredictable consequence of wielding such potent, divinely-backed power.


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