Paladin
Base Class: Paladin

Paladins who take the oath of adventure are curious about the world. They look upon a road untaken as new experiences to gain. These paladins know there are journeys for everyone they meet, and their goal is to make sure those dreams of adventure may become a reality. they cure not of the laws that are given to them and decide to make their own set of morals. 

Hey guys. I really wanted to make a sub-class based around the point of your character going on an Adventure. Like focusing on the Adventure itself, not really the character's goals.  Also, this is me trying to make a subclass that fits my homebrew adventure god. The last thing is wanting to see what it would be like to have an ability that grows with you, and Channel Divinity mostly fits the bill. Tried to pick spells with a mix of role and combat in mind. looking at other homebrews it may be a little over-bloated and it's my first time doing this so I welcome any feedback.

Aura of Traveling

lv.7 Aura of Traveling. You and any willing creature of your choice within 10 feet of you are unrestricted. Those affected by the Aura are unaffected by difficult terrain and can breathe regardless of where they are.

At level 18 the aura range is increased by 30 feet.

Mark of the Journey

lv.15 Mark of the Journey  With the use of a spell slot of 3rd lv or higher you can cast Temple of the Gods instead of Galder's Tower once a day.

The New Me If affected by a spell that changes you into a different creature you still keep your charisma modifier, plus you can use divine smite and improved divine smite regardless if your attack is a melee weapon or not.

Plan Traveler

lv.20 Plan Traveler

Your Patron has blessed you with the power to go where you please as your body transformed into a living portal to realms unknown.  As an action, you take this form for 1 minute and gain the following benefits.

*You can cast Plane Shift on yourself at will without the need to expand a spell slot. You can also use it on any willing creature of your choice as a 5th-level spell for up to 5 people.* You have advantage on ability checks or saving throws on any spells or efforts that hinder your movement.

 *As an action you can open a portal that fires a beam of energy in a 5-foot diameter spread in a line that shoots across; up to 50 feet. It does 3d10 + your Charisma modifier of any damage type of your choice and it can go through your "Carve your path" portal free of restriction. It stays on the field and can be moved up to your speed once per turn and lasts as long as your plan traveler form is in on.

Once you use this form you cannot use it again unless you take a long rest. Unless you use a 5th-level spell slot to activate it again.

Spells

Oath of Adventure, Spell list


 Lv3 Find Familiar, Magic Missile

Lv5 Misty Step, Flock of Familiars

Lv9 Galder's Tower, Fly

Lv13 Polymorph, Dimension Door

Lv17 Far Step, Dream

Channel Divinity

 

Carve a Path A cape made from the planes themselves appears on you. As an action for up to a minute, you make a portal within 30 feet of you on the ground that connects to your cape. Any creatures, objects, spells, or attacks that you choose can go through your cape and out of the portal and vice versa; up to your Charisma modifier(minimum 1) The portal is 5 feet in diameter and on your turn can be moved equal to your speed.

This Ability grows with you on your adventure. At these levels Carve your path gains the following benefits.

Lv5 Portal Block As a reaction you can summon your portal to redirect an attack that will hit you directly behind you. Any creatures behind you will be attacked instead.  You can use this ability up to half your proficiency bonus (minimum 1) and resets on a long rest.

Lv9 Any attack or damaging spell going through the portal now does extra force damage equal to your Charisma modifier. The portal also lasts for 10 minutes

Lv13 You can now put your portal on any surface you have a vision of and it lasts for 1 hour.

Lv17  Eyes of Wonder As a bonus action you have the ability to see through walls. Anything you see past the wall is considered heavily obscure. You can only use this ability once per short rest and last for 1 minute. Your portal can now stay open for 24 hours.

By your side As an action for up to 10 minutes, you can give any Familiars you summon your Aura effects. Plus, you can use your Lay on Hands and cleansing touch as a bonus action through your familiars only.

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