Dramphinian Paladins
Dramphinians are holy servants of Dramphine who eliminate the enemies of their faith. They are known for being hard to deceive and even harder to defeat. Generally speaking, a Dramphinian is expected to uncover hidden enemies, discover their methods, and come up with the most effective way of eliminating them. All in all, they act as the judge, the jury, and the executioner.
How to Become a Paladin of the Moon Wolf
Being a paladin requires loyalty to the faith of the Moon Wolf, and most orders have their own temples dedicated to the goddess and their order. It is thus not surprising that many paladins work for their order's temple. However, a paladin with no order is not unheard of.
Paladins are above the temple hierarchy since one of their most important duties is to uncover the potential threats within. They only answer to the Moon Wolf, but they also respect the order's hierarchy. Depending on the order, a temple may or may not have an inquisitorial order. However, this does not prevent the followers of the Moon Wolf from becoming a paladin; they are either called upon by Dramphine herself, or they resolve to be one all by themselves.
Most paladins train for many years to prepare for the challenges that await.
When you become a Dramphinian paladin, you gain the following feat.
Dramphinian Paladin
You are a Dramphinian Paladin. You are a tool of the Moon Wolf and its hand among mortals. You are the judge, the jury, and the executioner all rolled into one. None can question your decisions. Your duty is to hunt what is necessary; be-it answers, items, people, or the forces of Unnature. You have acquired the title of Dramphinian Paladin. Others of your religion respect you, and more importantly, fear you. Fellow paladins respect you and you respect them, for you know that getting this title is no easy task.
When you become a paladin, you gain one Dramphinian Power of your choice, of which you meet the prerequisites.
Life as a Dramphinian Paladin
Paladins travel a lot in search of enemies and new threats. Since they are respected within their order, they are generally provided with food and a place to stay when need be. Although most paladins walk a holy path, sometimes, some of them realize that their consecrated methods are not enough, and start experimenting with more tricky methods such as lying and using guile. Being an paladin is not easy, and the line between the holy path and the path of the fallen is practically non-existent. Paladins who have failed to tread this line have been known to stray from the path and to start hunting other inquisitors.
Dramphinian Powers
Since there are many different orders of the Moon Wolf, there are paladins of many different abilities. In addition, being a Dramphinian Paladin does not have any restrictions in terms of the class you are playing. Anybody with a strong will and an eagerness to annihilate the enemies of their faith can become a paladin. You will thus find Dramphinian Powers to be special qualities that can be granted to you by the GM, or that you can take as normal feats. Some powers feed one another and help paladins specialize in different aspects of danger. The powers here are generally suitable for paladins that hunt aberrations, fiends, the undead, mortal cults or other forces of Unnature. You can also always find new things to hunt as a paladin, and write new powers accordingly.
Bane of Enemies
Prerequisite: Dramphinian PaladinYour quest was blessed with the holy light, and you were educated to hunt a specific type of enemy of your choice; aberration, fiend, or undead. Your weapon attacks deal an extra 1d4 radiant damage. If the target is of the chosen type, the extra damage increases to 2d4.
You can choose another type of enemy at the GM’s discretion; such as the cultists of a specific demon.
Banisher
Prerequisite: Dramphinian Paladin, at least 2 Dramphinian PowersYou carry a sigil of banishment; either as a tattoo on your body or as a trinket such as a necklace. This sigil could have been given to you by your deity themselves, or it could have been assigned to you by the temple or order.
As an action, you can use this sigil to cast the banishment spell. Once you use this power, you must finish a long rest to use it again.
Call of the Inquisitor
Prerequisite: Dramphinian Paladin, Charisma 13 or higherAs you are a good leader and a figure of inspiration for others, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You can inspire others in combat. When an ally within 30 feet of you that can hear or see you makes a weapon or spell attack, you can choose to grant a +3 bonus to its attack roll as a reaction. You can use this power a number of times equal to your Charisma modifier. You regain any expended uses when you finish a long rest.
Chains of Domination
Prerequisite: Dramphinian Paladin, Bane of EnemiesAs you are trained in hunting specific enemies, you can further train yourself, not only to kill them, but to dominate them. Although this training seems controversial and extreme to most, some inquisitors think that learning about and even using the powers of an enemy is vital in its defeat.
You can cast the dominate monster spell on a creature with a challenge rating equal to or lower than half your character level and who is of the type you chose for the Bane of Enemies power. Your spellcasting ability for this spell is Wisdom or Charisma (one, of your choice).
If the target fails its saving throw against the spell by 7 or more, it is permanently dominated by you and the spell on it no longer requires your concentration. In such a case, a magical and invisible chain appears, one of the ends of which protrudes from your chest, and the other end of which is connected to a collar around the target. The chain can be seen by spells or other magical effects that can see the invisible. However, if the nondetection spell is cast or if another magical effect with similar outcomes is cast on the magical chains, they can only be seen with truesight. You can only have one creature under your total control at a time using this power.
Once you use this power, you must finish a long rest to use it again.
The Dead Stay Dead
Prerequisite: Dramphinian Paladin, Intelligence, Wisdom, or Charisma 13 or higher Relying on your faith to keep the dead in the grave, you gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score (one of your choice) by 1, to a maximum of 20.
- You can conduct a 1-hour ritual on a corpse. The corpse cannot be raised as any type of undead for the next 10 days unless a deity or an artifact seeks to do so.
Dramphinian Seals
Prerequisite: Dramphinian Paladin, at least 2 Dramphinian PowersAs an experienced Dramphinian Paladin, you are part of the select few deemed worthy of using the seals of divine power. By performing a 1-hour ritual during a short or long rest, you can invoke the powers of one of the following seals of your choice for 8 hours. The ritual requires special components that are worth 100 gp.
Seal of Life. For the duration, you regain 1 hit point each time you hit a creature with a spell or weapon attack.
Seal of Taunt. For the duration, when you hit a target with a spell or weapon attack, you can choose to deal no damage. When you choose to do so, the target must succeed on a DC 15 Wisdom saving throw or attack you until the end of its next turn.
Seal of Terror. 3 times within the duration, you can choose to strike terror into the hearts of your enemies with a spell or weapon attack. When you choose to do so, the target takes no damage from the attack, but must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn.
Seal of Wrath. Declare that you are going to use this seal at the start of your turn. For the duration, when you use the Attack action, you can choose to attack again; however, you take a -4 penalty to attack rolls until the start of your next turn.
Embodiment of Holy Fire
Prerequisite: Dramphinian Paladin,Wielder of Holy FireWhen you use the Wielder of Holy Fire power, holy fire runs through your veins. For the duration of the Wielder of Holy Fire, when you take slashing or piercing damage, your blood is spilled on the creatures within 5 feet of you, dealing 1d4 fire damage to enemies, and having allies regain 1d4 hit points. A creature can negate this effect with a successful DC 15 Dexterity saving throw. The fire damage dealt by this power ignores resistance.
Additionally, you gain resistance to fire damage.
Enemy Lore
Prerequisite: Dramphinian Paladin, proficiency in Arcana, History, Nature, or Religion As a result of your neverending studies, you gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- When you make an Intelligence (Arcana, History, Nature, or Religion) check to identify your enemy or its abilities, you gain a +3 bonus to the result if you have proficiency in the skill.
- You learn one language of your choice.
Eye of the Inquisitor
Prerequisite: Dramphinian Paladin, proficiency in Insight or PerceptionCareful about your surroundings and people’s behaviors, you gain the following benefits:
- Increase your Wisdom score by 2, to a maximum of 20.
- When you make a Wisdom (Insight or Perception) check, and if you are proficient with the check, you can choose to gain a +5 bonus to the check. You can use this power a number of times equal to your Wisdom modifier. You regain any expended uses when you finish a long rest.
Fortress of Flesh
Prerequisite: Dramphinian Paladin, Constitution 13 or higher As you are resilient to necromantic effects that weaken the body, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Your hit point maximum increases by 15.
- You have advantage on saving throws against necromancy spells and other magical effects that decrease your Strength, Dexterity, or Constitution scores, their effectiveness, or hit point maximum.
Fortress of Mind
Prerequisite: Dramphinian Paladin, Intelligence, Wisdom or Charisma 13 or higher Your unwavering will grants you the following benefits:
- Increase two of the following ability scores of your choice by 1, to a maximum of 20: Intelligence, Wisdom, or Charisma.
- You have advantage on saving throws against enchantment spells and other magical effects that affect your mind, or that charm or frighten you.
Interrogator
Prerequisite: Dramphinian Paladin, proficiency in Intimidation Owing to your training in interrogation, you are an expert at obtaining information from your enemies. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You can try to extract secrets from the targets you interrogate. After a 1-minute interrogation session, you can choose to end it in a shocking but effective way (for instance by stabbing the target in the leg). Once you do, the target must succeed on a Wisdom saving throw contested by a Charisma (Intimidation) check from you, or it gives you one piece of secret information. The piece of information provided doesn’t have to be of great importance, but it does have to be secret. When you extract a piece of information from a creature in this way, it must finish a long rest before you can do so again.
Let There Be Light
Prerequisite: Dramphinian Paladin, Smell of the HereticThe flame of Dramphine must be carried all over the universe: From the top of the highest mountains to the depths of the deepest pits.
You can cast the light cantrip. In addition, if there is an evil-aligned creature within the radius of the light cantrip you cast, it casts no shadow.
If you cast the light cantrip on your holy symbol, evil-aligned creatures within the radius of the spell take 1d4 radiant damage at the end of each of their turns.
Lastly, if you cast the light cantrip this way, it dispels any darkness in its area that was created by a spell.
Master Interrogator
Prerequisite: Dramphinian Paladin, InterrogatorHaving developed extraordinary methods to interrogate unique creatures such as aberrations, fiends, and undead, you learn and become able to cast the bless, command, and cure wounds spells on them with extra effects. Wisdom or Charisma (of your choice) is your spellcasting ability for these spells, and when you cast one of them using this power, you can’t cast it again until you finish a long rest.
Although these spells are pretty basic, you cast them in a unique way to harm specific creatures. When you target a fiend by the bless spell, an aberration by the command spell, or an undead by the cure wounds spell by using this power, they feel immense pain and have disadvantage on the Wisdom saving throw they make against your interrogation.
Smell of the Heretic
Prerequisite: Dramphinian PaladinYou know how the heretics smell. It is wicked, it reeks of desperate emotions, and it is disgusting. As an action, you can learn whether there is an evil-aligned creature within 60 feet of you or not by smelling air. However, you cannot pinpoint the exact location or can’t identify it.
You can expend two of your hit dice during the action to pinpoint the exact location and/or identify the source.
You can use this power a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Speaker of the Dead
Prerequisite: Dramphinian Paladin, Wisdom or Charisma 13 or higherBeing used to interrogating corpses, you gain the following benefits:
- Increase your Charisma or Wisdom score (of your choice) by 1, to a maximum of 20.
- You can cast the speak with dead spell once per long rest, without requiring spell components.
- If you are already able to cast the speak with dead spell, you can ask a corpse up to ten questions when you cast it, instead of five.
There is No Escape
Prerequisite: Dramphinian PaladinWhen your enemies understand that they have no chance against you, they generally try to escape as cowards. However, you are specially trained to not let that happen. When a creature within 30 feet of you tries to get away by teleporting or planar traveling (by spells such as misty step, or other magical means), you can touch the creature as a reaction and choose to be affected by the same effect, following the creature to where they go, or, if it is not possible to touch, you can make a DC 15 Intelligence (Arcana) check to track the magical residue.
If the creature teleports, you can track the magical residue for the next 8 hours towards the points which the creature traveled. To do this successfully, you must succeed on a DC 15 Intelligence (Arcana) check at the start of each hour or you lose the track.
If the creature traveled planarly, you learn the plane to which it traveled.
Trained Focus
Prerequisite: Dramphinian Paladin, proficiency in a skill Being trained in showing great focus in the most stressful times, you gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an ability check in which you are proficient, you can choose to roll a 12 on the d20. When you use this power, you must finish a short or long rest to use it again.
Veteran Paladin
Prerequisite: Dramphinian Paladin, at least 3 inquisitorial powersAs an experienced inquisitor, you gain the following benefits:
- Increase your Charisma score by 2, to a maximum of 22.
- You can charm and frighten creatures that are immune to being charmed or frightened. This also allows you to interrogate them.
- If you have Bane of Enemies power, the extra damage die becomes a d6 instead of a d4.
Wielder of Holy Fire
Prerequisite: Dramphinian PaladinTrained in eliminating enemies with holy fire, you can imbue your attacks with sacred flames as an action. When you do so, your weapon and spell attacks deal an extra 1d4 fire damage for 1 minute. Also, the fire damage dealt by this power ignores resistance to fire, however immunity to fire still works normally against it.
Once you use this power, you must finish a long rest to use it again.
Wisdom Brings Victory
Prerequisite: Dramphinian PaladinYou know when to act and how to act. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You add your Wisdom modifier to initiative rolls.