Oath of Wyrmslaying

The baracúden community has received disturbing reports of dragons emerging from the deep in order to examine the surface world of baracúden. Not sure if these dragons are hostile or potential allies, paladins have begun training to fight such foes just in case their worst fears are realized.

  • Tenets of Wyrmslaying: Though the exact words and strictures of the Oath of Wyrmslaying vary, paladins of this oath share these tenets. Cleverness: Your foe is known to be crafty, so you must be moreso. There is no such thing as a fair fight against a dragon.
  • Decimation: You are not to parley with your foe. You are instead to destroy them when you can but be wary not to throw your life away in a hopeless fight.
  • Protection: You must accrue power, but not for personal gain, but to protect those around you from a disastrous fate.
  • Vigilance: The enemy can strike at any time. You must be ready for battle at a moment’s notice.
Oath of Wyrmslaying Spells
Paladin Level Spells
3rd hunter’s mark, shield of faith
5th blur, enlarge/reduce
9th fly, haste 13th guardian of faith, locate creature
17th hold monster, wall of force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. Dragonslayer: You can use your Channel Divinity as a reaction whenever you or an ally within 30 feet is damaged by a dragon. Both you and that ally gain advantage on all attacks against the dragon for 1 minute, it drops to 0 hit points, or falls unconscious.

Wyrmshield: You can use your Channel Divinity as a reaction in order to give your allies protection against the spells and abilities of dragons. Whenever you or an ally within 60 feet would make a saving throw against either a spell or dragon’s ability every creature affected by the spell or ability makes their saving throw with advantage.

Evasive Champion

At 7th level, you learn how to nimbly move out of the way of the breath weapons of dragonkind. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail.

Grounding Shout

At 15th level, you gain the ability to ground a flying opponent with a command. As an action, you can shout an order to any creature within 120 feet to remain on the ground, forcing it to succeed a Wisdom saving throw with a DC equal to 8 + your Charisma modifier + your Proficiency Bonus or spend all of its potential trying to get to the ground. Once it has done so, it cannot use its fly speed for the next 1 minute. Once you have used this ability, you must complete a short or long rest before doing so again.

Death to Wyrms

At 20th level, you can use an action to become an avatar specifically devoted to the destruction of dragons for 1 minute. In this form, you gain advantage on all attacks against dragons and gain resistance to all damage caused by the attacks, spells, or abilities of dragons. Furthermore, against dragons, you score a critical hit on a roll of 19 or 20. Once you have used this ability, you must complete a long rest before doing so again.

Section 15: Copyright Notice

Boricubos: The Lost Isles (5E) © 2021, Legendary Games; Author: Miguel Colon.

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