✨NEW MAIN OC!✨
Meet Ruby Knight! Isn’t she cute? Her helmet is a fusion between Sword’s & Blade’s Helmet/Mask! :D
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✨NEW MAIN OC!✨
Meet Ruby Knight! Isn’t she cute? Her helmet is a fusion between Sword’s & Blade’s Helmet/Mask! :D
D&D 5e Paladin Subclass: Ruby Knight Vindicator
image credit: Steve Ellis
I really like the D&D 3e Ruby Knights as a concept but I really didn’t want to remake the wheel with the Tome of Battle’s stances and maneuvers. Therefore I decided to put my own spin on the class and make a sort of fire-necromancy-illusion arcane paladin. A very sneaky gish class.
The Ruby Knights are an order of paladins that serve Wee Jas, the Ruby Sorceress and goddess of magic, death, fire, and vanity. The Ruby Knights are the weapons of the church with their own brand of both ruthlessness and stealth. The church can call upon the Ruby Knights to undertake missions that cannot be fulfilled by the clergy that might need a strong hand.
The Witch Goddess is a deity of law and protector of the dead, so she requests that her knights do the same and never disturb the dead. At the same time, Wee Jas is a deity of magic, including necromancy, and condones the reanimation of the dead provided it is done lawfully. A Ruby Knight has earned their own jurisdiction and can reanimate those that have they have slain or slain enemies of Wee Jas once they have access to the Animate Dead spell.
Ruby Knights are paladins and champions of their lawful faith. They are taught to never allow their morality and personal ties to distract them from laws of their church. This is not to be confused with honor, as Ruby Knights have no qualms about an unfair fight if it means it will bring justice to enemies of the church.
The holy symbol of Wee Jas is either a skull in front of a flame or a stylized red skull. Other symbols include skulls, bones, rubies, and magically-created fire. Most rituals involving Wee Jas involve magical fire, so Ruby Knight learn to wield this as a weapon alongside their necromantic powers.
Ruby Knight Vindicator
Tenets of the Ruby Knights:
Unwavering Law: Do not let your morals and personal ties impede your dedication to the laws of the land and laws of magic.
Death's Guardian: Never unlawfully disturb the resting places of the dead.
Death's Champion: You can reanimate dead that have you have slain or those slain in the name of Wee Jas.
Arcane Reverence: You observe the wisdom of those who have dedicated their lives to studying magic and respect the power and danger of magic.
Oath Spells:
3rd level: False Life, Witch Bolt
5th level: Silence, Mirror Image
9th level: Animate Dead, Fireball
13th level: Fire Shield, Greater Invisibility
17th level: Immolation, Passwall
Channel Divinity: At 3rd level, you gain the following two Channel Divinity options:
Control Undead: As an action, you target one undead creature you can see within 30 ft. The target must make a WIS saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your level is immune to this effect.
Witch Walk: You use your action to turn invisible for up to 1 minute. While invisible, you are affected by magical silence and do not produce noise. You are also immune to fire damage while invisible this way. If you cast a spell or make an attack while invisible, the ability ends.
Ruby Blade: Beginning at 7th level, whenever you make a melee attack, you can use your bonus action to make a glowing red duplicate of your weapon that attacks simultaneously. With your enemy distracted, you are poised to make a devastating blow. Your attack gains advantage and you deal a bonus 1d8 damage with the attack if it hits. You have a number of uses of this ability equal to 3 + your CHA modifier. You replenish all expended uses whenever you complete a long rest.
Witch Step: Starting at 15th level, immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
Will of the Ruby Sorceress: Beginning at 20th level, you can use a bonus action to radiate a red aura out to 30 ft. for 1 minute. You and allies in the aura take half damage from magical effects and gain advantage on saving throws against spells. You and those allies also deal 1d8 bonus fire damage on each of your melee attacks while in the aura.
Pen practice of Sparhawk from the cover of the ruby knight. My phone camera is not very good.
Sparhawk the Anakha
Been listening to some David Eddings audio books. I love the Elenium, I’m still reading the Tamuli.