– Imagination. Diversity. Inspiration.
Our Bukana roleplaying setting is being published using the Open Game License (see below) provided by Wizards of the Coast, makers of the Dungeons & Dragons RPG. This allows us to use the core rules of Fifth Edition (5e) without using any of their settings or brands. Under the license, we are allowed to use those rules that they provide in the System Reference Document. In there are all of the classic “Races” and Classes that players of 5e are all too familiar with. Many of those rules will be reprinted in our core rulebooks after we launch our Kickstarter in 2021. Our rulebooks will have A LOT of new content including forty (yes, 40!) new sub-classes, as well as new rules & modifications, we want to minimize the amount of redundant information between the 5e core and our own rules. However, we also hope that Bukana will bring in new players and those not familiar with the 5e rules, so we do want to provide those folks with the player options that won’t be in our core book, but are relevant to our setting.
I’m pleased to introduce you all to the first of a series of articles that will give you all the rules for player character options that will not be included in our forthcoming Bukana Player’s Book. You will find sub-classes for 11 of the 12 classes, as well as a Background, new Ancestries & Bloodlines (what 5e calls Races & Sub-races). Each of these articles will not only reprint the basic mechanics for the option, but add illustrations, a character, new feats, as well as an introduction that gives you all an idea of where these characters fit into our world.
Buuk came from a well-respected family in one of the southern sultanates. Their clan had many enemies and one day a young Buuk watched in horror as their father was beset by assassins. If not for the timely intervention of a warrior of the Amethyst Church, their father would have surely perished. Already very pious, Buuk swore to join the church so that they could help protect the innocent.
Upon the day that Buuk swore their Oath of Devotion to their order, their beloved, Novia, was possessed through dark magic. She transformed and slew the presiding cleric before fleeing into the wilderness. Now, the paladin, having been given leave by the Church, must track down their love and save her from a fate worse than death and bring the fiend responsible to justice.
Paladins of devotion are the paragons of order and goodness. They are the stalwart protectors of communities, churches, and people. They have sworn to behave in an upright and just manner and to hold the line against evil. These paladins are often devoted to ideals rather than specific gods, but may venerate particularly virtuous divinities. These often join certain military orders within their church or community. Regardless of the object of their devotion, these warriors are able to channel the energies of the Skyworld into minor battlefield miracles such as healing and smiting the vile foes of the righteous.
Amongst natives of Bukana, the Oath of Devotion is not particularly common. The concept of a divine “good” versus an infernal “evil” is not an indigenous one. Bukanese cultures tend to frame struggles in very different terms. However, the idea of the conflict between good and evil as an underpinning of morality has found fertile ground in the lawful Amethyst Church; most Bukanese that take this oath are of this faith. These paladins, by and large, operate as defenders for the church and do not seek glory or adventure, so few take up such a life. A number of other foreign paladins swear this oath as well. It is quite popular amongst Ryami refugees, particularly those that seek to retake their nation from the Obsidian Emperor and its oni legions. It is not uncommon amongst paladins of the Bhodani and Zamatasians that directly oppose the rakshasa and efaarit, respectively.
Tenets of Devotion
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
Honesty. Don’t lie or cheat. Let your word be your promise.
Courage. Never fear to act, though caution is wise.
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level | Spells |
3rd | protection from chaos & order*, sanctuary |
5th | lesser restoration, zone of truth |
9th | beacon of hope, dispel magic |
13th | freedom of movement, guardian of faith |
17th | communion*, flame strike |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Purity of Spirit
Beginning at 15th level, you are always under the effects of a protection from evil and good spell.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
Breaking Your Oath
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
New Feat
Our setting will include rules for wearing armor in hot and humid conditions as well as its effects on swimming, etc.
Armored Comfort
Prerequisite: Paladin Oath of Devotion, Constitution 13 or higher
Your Constitution score increases by +1 to a maximum of 20.
Your faith protects you from the debilitating effects of armor in the heat and humidity. Combined with rigorous training, you are able to overcome some of the drawbacks of wearing armor.
You do not suffer any exhaustion for wearing armor in hot and humid conditions. You gain additional benefits based on the armor you are wearing:
Light Armor: Treated as Unarmored for purposes of swimming and drowning. No light armor causes disadvantage on your stealth checks.
Medium Armor: Treated as light armor for purposes of swimming and drowning. You add your Dexterity modifier, to a maximum of +3, to the base number from your armor type to determine your Armor Class.
Heavy Armor: Treated as medium armor for purposes of swimming and drowning. you add your Dexterity modifier, to a maximum of +1, to the base number from your armor type to determine your Armor Class.
Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Cutting Words
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
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