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The Four Kings

The Five Kings consists of five elder gods who maintain order among the gods and oversee the rulers in the planes. Members of the Five Kings include:
Deity Alignment Domain
Aureon Celestian Lawful Neutral Law & Stars
Heironeous Tyr Lawful Good Justice, Valor, & Honor
Paladine Lawful Good Rulers & Guardians
Trithereon Torm Neutral Good Liberty & Courage
Sworn to their aid and protection is Helm and Dol Dorn. Followers of the Four Kings can be found throughout the world. Primarily in human settlements, however the strive for leadership and law can be found in many seats of power. The highest population of followers can be found in the holy city of Cathair Aile under the command of The Four Dukes.   The Four Kings are the sworn enemies of The Sinister Seven, stemming from The War of the Heavens.

Earning and Losing Piety

 
Being Domain Piety 3+ Piety 10+ Piety 25+ Piety 50+
Aureon Celestian  Law &
Stars
You gain the ability to cast
magnify gravity at first level a
number of times equal to your
Intelligence modifier
(minimum of once).
You regain all expended
uses when you finish
a long rest. Intelligence is
your spellcasting ability for
this spell.
You can cast zone of truth with
this trait, requiring no material
components, a number of times
equal to your Intelligence modifier
(minimum of once). You regain all
expended uses when you finish a
long rest. Intelligence is your
spellcasting ability for this spell.

You also gain advantage on saving
throws against being charmed.
Your rate of descent while falling
slows to 60 feet per round. If you
land, you take no falling damage
and can land on your feet. You have
advantage on saving throws against
being knocked prone.
WIS
or
INT
Dol Dorn  Strength
at Arms
You can cast heroism with
this  trait up to Strength
modifier times per day.
Strength is your spellcasting
ability for this spell.
Heironeous Tyr  Justice,
Valor, &
Honor
You can call cast thunderous
smite
with this trait. You can
cast the spell in this way a
number of times equal to
your Strength modifier
(minimum of once). You
regain all expended uses
when you finish a long rest.
Strength is your spellcasting
ability for this spell.
You can cast spiritual weapon
with this trait. Once you cast
the spell in this way, you can't
do so again until you finish a
long rest. The weapon appears
as a warhammer and deals
thunder damage. Strength is
your spellcasting ability for this
spell.
As a bonus action, you can give
yourself a +1d4 bonus to your
melee attack rolls for 1 minute.
Once you use this trait, you can't
use it again until you finish a long
rest.
STR
or
CON
Helm  Protection You can cast aid with this trait.
Once you cast the spell in this
way, you can't do so again until
you finish a long rest. Wisdom is
your spellcasting ability for this
spell.
You can cast aura of vitality with
this trait. Once you cast the spell
in this way, you can't do so again
until you finish a long rest.
Constitution is your spellcasting
ability for this spell.
Paladine  Rulers &
Guardians
You can cast heroism with
this trait, requiring no
material component, a
number of times equal
to your Charisma modifier
(minimum of once). You
regain all expended uses
when you finish a long rest.
Charisma is your spellcasting
ability for this spell.
You can cast crusader's mantle
with this trait. Once you cast
the spell in this way, you can't
do so again until you finish a
long rest. Charisma is your
spellcasting ability for this spell.

In addition, you have advantage
on saving throws against being
frightened.
As a bonus action, you can call on
Paladine's blessing, gaining the
following benefit for 1 minute or
until you are incapacitated:
creatures within 30 feet of you
can't gain advantage on attack
rolls against you. Once you
use this trait, you can't
do so again until you finish a long rest.
CHA
or
CON
Trithereon Torm  Liberty &
Courage
You can cast compelled duel
with this trait a number of
times equal to your Charisma
modifier (minimum of once).
You regain all expended uses
when you finish a long rest.
Charisma is your
spellcasting ability
for this spell.
You gain advantage on
Charisma (Persuasion) checks
to interact with warriors or
martial characters.

In addition, when you fail a
Wisdom check or Wisdom
saving throw, you can reroll
the die, and you must use the
new roll. Once you use this reroll,
you can't do so again until you finish
a long rest.
CHA
or
WIS

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