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Executore

Class

This respected law enforcement group is composed of warriors and priests, but especially heralds, and is almost exclusively female. Executores enforce their belief in freedom by both laying and delivering the sentence upon those who abuse their power.

The punishments teach those who were taken advantage of to see their victimizer as weak and nothing to fear in the future. When someone continues to abuse their power, the severity of the punishments escalates, but executores are directed to only use lethal force against someone who clearly intends to kill if they’re not stopped. Sometimes an executore will seize someone’s assets and distribute them to the victims.  Traveling executores struggle to attenuate their brutal punishments with foreign sensibilities.

Executore heralds train in techniques to help them pursue wrongdoers, free victims from oppression, and battle dragons and other flying foes.


Tenets of Liberty

Members of the executores can come from any class, but they all share the same stern ideology.

A Dragon’s Terror is its Power. Your enemies are those who use fear to make others serve them. You must act without fear.

A Dragon’s Hoard is its Weakness. Wealth can buy obedience, but reputation earns loyalty. Seek an unimpeachable reputation, not riches.

A Dragon Coils Within Our Souls. Every person is tempted by the control that power offers. Do not become a tyrant yourself.

Each Must Slay Their Own Dragon. Act to protect the innocent, but do not slay a foe unless you have no other way to keep them from harming others. To do so is to deny them the freedom to become better.


Oath Spells

You gain oath spells at the herald levels listed. Executores use these spells to investigate accusations and to travel where they’re needed.

Herald Level Spells

3rd  comprehend languages , speak with animals

5th  detect thoughts , knock

9th  clairvoyance , counterspell

13th  dimension door , freedom of movement

17th  scrying , teleportation circle


3rd LevelChannel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Stand and Be Judged. As an action, you point at and denounce a creature for refusing to face judgment, using your Channel Divinity. Choose one creature you can see. That creature must make a Wisdom saving throw , unless it is immune to being frightened . Dragons have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's Speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s Speed is halved for 1 minute or until the creature takes any damage.

Savage Beating. As a bonus action, you can use your Channel Divinity to empower your strikes with wild, righteous fury. Until the end of your next turn, you have advantage on Strength checks and saving throws , as well as melee weapon attack rolls using Strength. Those attacks deal extra radiant damage equal to your proficiency bonus. 

Whenever you hit a creature with a melee attack while this effect is active, you gain resistance to damage from their attacks until the end of your next turn, and you can shove them with a Strength (Athletics) check. If you push the target away with a shove, you can follow and remain within 5 feet without needing to spend any movement.


3rd LevelNo Hiding

Guns and bows are the weapons of cowards, best avoided if possible. At 7th level, you can strike enemies with your melee weapons even if they attempt to keep their distance or hide. By spending a bonus action, you create a link between you and a foe you can see within 30 feet. Melee attacks you make on your turn targeting that creature ignore reach, range, half and three-quarters cover , and light obscurement . This ability does not let you make opportunity attacks at range. The link lasts for 1 minute, and the creature gains the same benefits from it as you.

At 18th level, the range of this ability extends to 60 feet.


3rd LevelChainbreaker

Starting at 15th level, you can easily detect magical charms and compulsions. Whenever you use your Divine Sense, you also known the location of any creature within 60 feet that is not behind total cover that is charmed , frightened , or subject to an effect that allowed for a Wisdom or Charisma saving throw . If you detect such a creature, you automatically learn the nature of that effect, and if the creature that created that effect is within the area, you learn its location as well.

Additionally, instead of using your Cleansing Touch to remove a spell from a creature, you can use it to remove an effect that charms , grapples , paralyzes , or restrains , or an effect that would be ineffective against immunity to any of these conditions. This can break grapples and unclasp physical bindings. The creature can then move 5 feet without provoking opportunity attacks .

Whenever you use your Cleansing Touch ability, if the creature that cast the spell or created the effect being removed is within 60 feet of you, that creature takes 10 radiant damage.


Level 20Liberated Justice

At 20th level, you can physically embody the Beran ideal of freedom. You can use this feature as an action on your turn, or you can automatically use it as a reaction if you become charmed, paralyzed, or restrained. Your physical appearance does not change, but those in your presence feel exhilaration and sense in you a grand hope, and your foes sense they will fail if they are too cowardly to face you. For 1 hour, you gain the following benefits:

  • You are immune to being charmed .
  • You gain the benefits of freedom of movement – ignore difficult terrain , magical effects cannot reduce your speed nor make you paralyzed or restrained , being underwater imposes no penalties on your movements or attacks, and you can spend 5 feet of movement to automatically escape nonmagical restraints, such as manacles or a creature that has you grappled .
  • You and allies you can see have resistance to damage from attackers who are more than 30 feet from them. For instance, if a creature 40 feet from one of your allies targets it with a gun or a fireball , your ally has resistance to that damage.

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