Table of Contents
Herald—executore
The executores dola liberta have served for six decades as Ber’s most re-
spected law enforcement group, composed of warriors and priests
but especially heralds, and almost exclusively female. Berans hold
their escape from enslavement under the dragon tyrants as core
to their shared identity as a people, and the executores enforce this
freedom by both laying and delivering the sentence upon those
who abuse their power.
Executore punishments usually take the form of beatings. Some-
one who oversteps their authority but expresses remorse might be
sentenced to a perfunctory beating: a slap or a single crack of a staff
across the back. A person who actively forces others to toil for his
benefit might receive a serious beating: blows to the belly and face,
perhaps a cracked nose or a black eye, enough that they’d need a day
to recover. Those who enslave others, abuse positions of public trust,
or pervert the course of justice are delivered savage beatings: blud-
geoned until bones break and the victim is rendered unconscious.
The order polices its own to ensure these decisions are received
with respect and a confidence of impartiality.
The beating teaches 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 beatings
escalate, but executores are directed to only use lethal force against
someone who clearly intends to kill if they’re not stopped. Some-
times an executore will seize someone’s assets and distribute them
to the victims. All these tactics, of course, are only socially accept-
able in Ber. Traveling executores struggle to attenuate their brutal
punishments with foreign sensibilities. Executore heralds train in
techniques to help them pursue wrongdoers, free victims from op-
pression, 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 a sterling 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.
Executore Spells
| 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 |
Channel 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 Di-
vinity. 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 Chan-
nel 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 and on melee weapon attack rolls using
Strength. Those attacks deal extra radiant damage equal to your
proficiency bonus.
While this effect is active, whenever you hit a creature with a
melee attack 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.
No Hiding
Guns and bows are the weapons of cowards, best avoided if pos- sible. 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.
Chainbreaker
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 ineffec- tive 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.
Liberated Justice
At 20th level, you can physically embody the Beran ideal of free-
dom. 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.
Other Heralds
While most modern philosophies concern themselves little with religion and the soul, there are still some who take up arms to serve their faith. In Risur, various small orders of cavaliers pledge oaths to both the Risuri crown and to the Unseen Court (or occasionally some other archfey), and concern themselves with ensuring the pact between the two nations is upheld. Foremost among these is the Green Knight, a title held by the personal bodyguard of Risur’s monarch. Empowered by the loyalty of her fellow heralds, the Green Knight stands firm against darkness, and no wound can kill her if the sun is not shining. But by far the greatest number of heralds ride in Crisillyir, devot- ing their hearts and their arms to any of the Clergy’s myriad gods. Many of these knights in shining armor defend the holy city of Alais Primos. Others patrol the nation’s heartland for supernatural evil, as most of them believe they shall be stripped of their divine blessings should they harm an innocent, and so they are reluctant to get involved in mortal conflicts. But some of the most zealous set forth to the colony Angelus, convinced the rising threat of a re- stored Elfaivar demands a new holy war to protect the homeland.