Base Class: Paladin
Paladins who take the Oath of the Corna act to serve the godcore on the material plane. They protect the sacred gatherings, and those that worship. They stand against tyranny, and they help those who feel their individuality being stifled. They always remain true to themselves and strive to encourage their companions to show their true colors.
For more information about the world this subclass belongs to see the Metallonomicon document, listed below:
dmsguild.com/product/329638/Metallonomicon
Tenets of the Corna
A paladin who takes this oath has the tenets of corna tattooed somewhere on their body.
Pick Up the Fallen. In the chaos of battle warriors will fall. Be their strength, and honor them by aiding them on the battlefield. Bolster their resolve to continue the fight, for not all are prepared for bloodshed, but those who risk their life should be admired.
Avenge the Repressed. Where there are those whose way of life has been suppressed by tyranny, exploitation, or ostracization, rise up against the authority upholding these wicked practices. Stand with those who have been abandoned by society.
Respect Individuality. Foster life in personal expression. Be the example, do not flinch at social norms. Condemn any who pollute the minds of others with conformity.
Spurn Avarice. Materialism and wealth mean nothing to you. Do not give in to the promises made by greed. They are empty. Always uphold your ideals for the sake of bettering the world and nothing else.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Corna Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Corna Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Hunter's Mark, Thunderwave |
| 5th | Shatter, Enhance Ability |
| 9th | Haste, Phantom Steed |
| 13th | Freedom of Movement, Guardian of Faith |
| 17th | Hallow, Flame Strike |
Channel Divinity
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.
Raise the Fallen. As an action, you raise your hand into the air, gesturing the holy symbol of the corna, and wail the power word, arise. Choose a friendly creature within 30 feet of you that is currently not standing, they are magically lifted to their feet. In addition to this, they regain 1d12 hit points, and gain the benefits of the bless spell. If the target is unconscious, and above 0 hit points, they are awoken when they are magically lifted.
Vow of Reprisal. As an action, you point your hand into the direction of an ally, gesturing the holy symbol of the corna, and wail the Vow of Reprisal. You give your word to avenge those that are wronged by another. As a bonus action, you can utter the vow of reprisal upon one friendly creature you can see. If that creature is damaged by an attack of any kind you may immediately teleport to an empty space within 5 feet of the creature that made the attack. If you cannot move to an empty spot within 5 feet of the attacker you cannot use this feature. Otherwise, you may make an attack against that creature after you move. Once you successfully use this feature, the vow’s effects end. Moving in this way does not provoke an opportunity attack.
Aura of Indomitability
7th-level Oath of Corna feature
You emit an aura of indomitability while you aren’t incapacitated, you and friendly creatures within 10 feet of you gain advantage against any spell or effect that would cause a wisdom saving throw.
At 18th level, the range of this aura increases to 30 feet.
Punishing Reprisal
_15th-level Oath of Corna feature_
When you make an attack through your Vow of Reprisal feature, if the attack hits, it is considered a critical. Additionally, if you roll a 20 on the attack you may immediately make another attack against that creature. Any additional attacks made by this feature are handled like a normal attack.
Corna Knight
As an action, you cross your arms in front of your chest while gesturing a double corna and channel the power of the godcore. The light in the room dims and a flash of lightning engulfs you transforming you into a corna kight. While under this effect you don the black plate armor of the warcore, and your choice of one physical feature changes in a way that you choose. For example, you could have ethereal horns protruding from your forehead, your eyes glow an ominous color, or have large metal spikes instead of hair Whatever you choose, in addition to those changes you are granted the following benefits:
- You gain immunity to being charmed, stunned, petrified, paralyzed, blinded, and/or deafened.
- You gain resistance to all damage types.
- All friendly creatures you can see fall under the effects of your Vow of Reprisal. However, the effects of the vow only end when the effects of this feature ends.
- Lightning crackles around you. Any hostile creature that starts their turn within 5 feet of you takes 1d10 points of lightning damage.
This feature lasts a number of turns equal to your charisma modifier. Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/22/2020 8:59:33 PM
|
4
|
1
|
1.0.0
|
Coming Soon
|
|
|
9/25/2020 2:33:15 AM
|
3
|
1
|
1.0.1
|
Coming Soon
|
|
|
9/25/2020 2:48:43 AM
|
3
|
1
|
1.0.2
|
Coming Soon
|
Comments