Champion of the Cascade (Paladin Archetype)
(art by mertun on Artstation)
Where there is water, you will find civilization. Whether it is the sea, a river, a lake, or an abundance of aquifers from which to draw wells, water is the lifeblood of civilization, and not just because most living things need it to survive. Water provides nourishment for crops, a way to wash away waste, and of course, a method of transportation.
With all this in mind, it only makes sense that there would be paladins devoted to protecting water as a way to safeguard civilization. After all, polluted water cannot be drank or used, and water that is infested with monsters or subject to piracy and the like cannot be safely traversed, things that might doom a settlement if they are allowed to persist.
Thus do the champions of the cascade seek to defend water from such threats, such as removing or destroying sources of befoulment, slaying monsters, and bringing pirates and bandits on the water to justice. And this is not merely limited to water sources that directly feed a civilization, but also those that travelers might use to sustain themselves on the long trek between settlements.
As one might expect, they gain many blessings that help them directly defend such bodies of water, as we will see below.
Due to their role in protecting water, these paladins eschew heavy armor, and train themselves in athleticism both in and out of the water, as well as knowledge of the land.
Impressively, they train themselves to overcome the weight of their armor in the water, allowing them to move and react with greater ease.
Water can be very dangerous to air-breathing allies, so the healing touch of these warriors has the side-effect of blessing the recipient with the ability to walk on water for a brief while, if they wish. Perfect for rescuing allies and innocents that fall overboard or are dragged into the depths by aquatic beasts. As they grow in power, they can grant it with their channeled energy, and even make it last all day.
Their most impressive display of power lets them superimpose an extradimensional body of water on nearby terrain, potentially entrapping foes ill-equipped for deep water, as well as providing a medium for aquatic allies to gain the advantage. What’s more, stronger cascade champions can even conjure a waterspout in the conjured water to lift allies into the air.
Naturally, this archetype works best with either an aquatic race, or with equipment and spells that allow water breathing and grant a swim speed. Freedom of movement effects will also be a must as well, since the archetype provides no protection from the penalties that environment imposes, though these can be mitigated with weapons built or enchanted to function underwater. Generally, your strategy away from water will be similar to other paladins, but near the water, be it natural or conjured with their divine powers, and it becomes very much about controlling the battlefield against terrestrial foes, and turning the tide on aquatic ones that would otherwise have home field advantage.
The assumption with this archetype has them living near a major body of water like a river, lake, or ocean, but in places where water might be scarce, such as your average desert, they might have to travel far and away from said sources of water, perhaps carrying water supplies to distant communities in need, as well as making sure that it is free and accessible to all. Indeed, More so than polluting fools or saboteurs, those who would capitalize on water to make a profit from others would likely be the greatest enemies of these holy warriors.
The paladins of The Water Bearer firmly believe in generosity and kindness being the greatest virtues, so they tend to offer strangers gifts of goodwill. However, pirates and raiders receive no such quarter, and tales of scuttled and empty pirate vessels, their crew either slain or dragged aboard the paladin’s vessel to be handed to authorities are common.
Heroes often come from unlikely places, and few are more unlikely than when a monkey goblin named Viko appeared from the forest demanding the colony’s mill stop dumping sawdust and other byproducts into the river. Nobody laughed after he smashed the water wheel with a single, divinely-empowered blow.
The waterways of Panai are considered sacred by the church of the Great Architect, so much so that the church often summons axial monitors to watch over them. However, this does not sit well with the paladin branch of the church, who find the statue-like outsiders a little too literal and lacking nuance in their interpretation of the law. Thus, their champions insist on patrolling the waters themselves, trying to reign the outsiders in.










