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Order of Dawn

Overview

 
  The purpose of the Order of the Dawn is to protect the people from the hardships of war, slavery and exploitation. Every intelligent being has the right to be free. The Order will come to the defense of the oppressed, and these are not necessarily the inhabitants of the Empire.  

Structure

 

Domain Power

Order of Dawn officers gain access to the following domain power.   Brute Force. When a creature you can see within 60 feet of you moves, you can use your reaction to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits.   Sworn to Protect. As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die.  

Domain Features

  Order of Dawn officers gain access to the following domain features.   Armament. Once per intrigue as a domain bonus action, make a DC 15 Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue.   Broken Rod (Special Unit). As a domain action, make a DC 13 Operations test. On a success, you muster Broken Rod, a special unit of heroic infantry.
Broken Rod Unit Card   Gallant Company. As a domain action, make a DC 12 Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue.   Stay Strong. If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle.

Structure

The Grand Justicar is the Head of the Order. Accepts the course of action of the order, forms the principles and goals.   The Justicar is an Order member capable of making decisions and leading a small band of Knights. Has the authority to speak on behalf of the order - a position of great responsibility.   Knight - Future justicar, who is not yet able to act independently. Knights follow the Justicars and gain wisdom, or serve as officers of war squads (Kingdoms & Warfare)   Squire - Future Knight, the squire is trained by the Knight / s to become stronger.
Type
Military, Knightly Order
Leader
Leader Title
Location
Notable Members
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