Order of Sevak

[Paladin Subclass]

In the Black Watch universe, arcane magic is not available to player characters.  There are, however, spell-like powers that some few have mastered.  The Order of Sevak is a paladin subclass (5th Edition D&D) that replaces the spellcasting ability with such abilities.

Most servants of Rakshan are pacifists, believing that evil can only be defeated through love.  Some have come to believe that the evil strong must be countered by force–the only language that they understand.  The Order of Sevak was established when a group of priests saw a need for a military force to counter evil–especially those with Power–on their terms.  


As a paladin, you gain the following class features.

Hit Points

      • Hit Dice: 1d10 per paladin level
      • Hit Points at 1st Level: 10 + your Constitution modifier
      • Hit Points at Higher Levels: 1d10 + your Constitution modifier per paladin level after 1st

Proficiencies

      • 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

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

      • a greatsword (uniform for the Order)
      • an ornate dagger (uniform of the order)
      • explorer’s pack
      • Brigandine Armor (Charcoal Gray – uniform of the order) [14 + Dex modifier (max 2)]

Your Oath:  To be accepted into the Order, you will be tested to see if you can meet the demanding physical and spiritual requirements of the rigorous training [STR & WIS > 11].  Once you take the Oath, you must take vows of poverty (all money must be spent furthering the cause).  While it is not a strict requirement, most Brothers will not eat meat. 

Power Pool:  After a long rest, your power pool replenishes.  Your power pool is your paladin level + your Wisdom modifier x 10.  You spend power points (PPs) to use your abilities. (This is an analog of the PHB rules on “Lay on Hands.”)  

Once your power pool is empty, you can choose to start using your hit points.  This causes real, physical damage and heals normally.     


Level 1

Spirit Walker:  Upon taking your oath to the Order, you are aided by the Brothers in developing your ability to separate your spiritual self from your physical self and move into the Veil in spirit form [Cost: 1 PP/Hour].  

      • You can affect things inside the Veil normally, but things in the physical world are insubstantial
      • You can safely fly 20 miles per paladin level from your body.  When you exceed that distance, you risk becoming lost in the Veil. [The farther you go, the harder it is to get back.  The DM will determine your chances based on circumstances.] 
      • You can fly within the Veil at a rate of your paladin level times your normal movement rate
      • Damage taken in the Veil manifests as real, physical damage when your return to your body
      • Your body is helpless while you are in the Veil
      • Traveling in the veil is exhausting; you can only stay there for your paladin level in hours without suffering the effects of fatigue

This power confers Spirit Sight, which means you can see the world through the Veil rather than by physical sight.  [You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.]


Level 2

Lay on Hands:   Your blessed touch can heal wounds in both men and beasts. You can restore (as an action) a total number of hit points equal to your paladin level × 5 per target per day. [Cost: 1 PP/hp]

Alternatively, you can expend 5 points from your pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

Great Weapon Fighting:  When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.


Level 3  

Paint the Veil:  At the third level, you gain the ability to take physical objects in your possession (arms, armor, etc.) into the Veil with you.  (These are actually you manifesting them from your memory by force of will).  

Divine Smite:  While in the veil, you can call upon your divine power to charge your greatsword with radiant energy as a bonus action. [Cost: 5 PP].  At 3rd (and 4th) level, you add 2d6 radiant damage to your damage roll on a successful attack  [5 – 8th 3d6 / 9 – 12th 4d6 / 13 – 16th 5d6 / 17 – 20th 6d6].  A weapon will stay charged for 1 minute before the magical energy dissipates. 


Level 4  

Ability Score Improvement:  Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  You can forgo taking this feature to take a feat of your choice instead.    


Level 5

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Hold Person: [Cost: 5 pp].  Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.  Because of its magical nature, this ability can affect those in the physical world from the Veil. 

Veil Walk:  [Cost: 5 pp].  For a single round, you shift physically into the Veil and can move normally.  At the end of the round, you slip back into the physical world. 

Communion.  You can join your mind with others while in the Veil.  

Those in communion can pool their power points as well as their magical powers to greatly increase spell-like effects. 

This ability allows you to speak with other friendly spirit walkers as if they were physically present, even if neither of you is within the Veil.  You can also speak with non-spirit walkers, so long as they are asleep and dreaming. 

Spirit Guide:  When you shift into the Veil, you can take up to two other people that you are touching with you. [Cost: 5 pp / person].       


Level 6

Aura of Protection:  You can create a dome of mystical energy that forms a barrier around the target, preventing any approach from within the Veil.  Holding the dome in place requires concentration, and the dome has HPs equal to the person(s) creating it.  [When created in communion, the dome has HPs equal to the sum of those creating it.]     The diameter of the dome is 1 yard for every PP spent creating it.  If the dome drops to zero hit points, it vanishes.


Level 7

Spirit Guide:  Your ability to take others into the Veil has become stronger, and you can do this from within the Veil if the target is willing. [Cost: 10 pp / person] 

Relentless Avenger:  Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.


Level 8

Spirit Guide:  Your ability to take others into the Veil has advanced to the point that you can drag an unwilling person into the Veil if they fail a Will save.  [Cost: 25 PP].  If the target doesn’t have the Paint the Veil ability, then they appear in the Veil garbed as they truly think of themselves [as determined by the DM]. 

Ability Score Improvement:  Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  You can forgo taking this feature to take a feat of your choice instead.     


Level 9

Haste:  Choose a willing creature that you can see within range. Until the effect ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.  Because of its magical nature, this ability can affect those in the physical world from the Veil.  Cost: 1pp / round.  [Duration must be specified in advance].

 When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.


Level 10

Aura of Courage:   Your aura of protection has the additional effect that any friendly creatures within it can’t be frightened.  


Level 11

Sanctuary:  You ward a creature within range against attack. Any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects.  [Cost: 2pp/round].  

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.


Level 12

Ability Score Improvement:  Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  You can forgo taking this feature to take a feat of your choice instead.


Level 13

Beacon of Hope:  This spell bestows hope and vitality. Choose any number of creatures within 30’. For the duration, each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing. [1 pp / round]


Level 14

Cleansing Touch:  [Cost: 10 PP].  You can use your action to end one spell-like effect on yourself or on one willing creature that you touch.


Level 15

You are always under the effects of a protection from evil spell.


Level 16

Zone of Truth:  You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.  [Cost: 1 pp / round]

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.


Level 17

Commune with the Divine:  [Cost: 100 pp].  You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You receive a correct answer for each question.

In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you use this ability two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.


Level 18

Dispel Magic:  Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. [Cost: 25 pp]


Level 19

Ability Score Improvement:  Increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  You can forgo taking this feature to take a feat of your choice instead.


Level 20

Holy Nimbus:  At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, a bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy starts its turn in the bright light, the creature takes 10 radiant damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Last Modified: 09/01/2021

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Last Modified: 08/30/2021

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