i came up with a possible and better replacement and upgrade of the Paladin's aura of protection that comes with this addition as well (upvote this thread if you think it's better too):
Biological Magnetosphere (passive Reaction). You automatically produce a Biological Magnetosphere that serves as a defensive trait and keeps the oxygen you produce in one place surrounding you. when you extend your Biological Magnetosphere, you gain the benefits of doing so. Also, out of combat, your Biological magnetosphere can extend up to anywhere you see and even across a planet you are on. Non cantrips cannot pass into your biological magnetosphere. Your magnetosphere can act as a indestructible bubble while underwater. Your biological magnetosphere can be used as a indestructible bubble in order to move through dangerous substances or protect something or multiple somethings from natural hazards, like a cave collapsing or water filling a submarine or a collapsing building.
Note 1: You, your party members, and your allies in your biological magnetosphere gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
Note 2: You, your party members, and your allies in your Biological Magnetosphere have Immunity to these conditions: the Frightened Condition, the Parasitized condition, the Stunned condition, the Charmed condition, the Petrified condition, the Paralyzed condition, the Blinded condition, the Deafened condition, the Poisoned condition, Shadow Corruption condition, and the Diseased condition.
Note 3: You can use a action to heal up to (your charisma ability modifier) creatures of your choice (minimum of 1 creature) that are in your Biological Magnetosphere. Those creatures magically regain (2d8 + your charisma ability modifier) hit points and are also freed from any curse and cursed weapon, 1 exhaustion level, any reduction to their hit point maximum, and any reduction to the creatures ability scores, the Frightened Condition, the Parasitized condition, the Stunned condition, the Charmed condition, the Petrified condition, the Paralyzed condition, the Blinded condition, the Deafened condition, the Poisoned condition, Shadow Corruption condition, and the Diseased condition. The hit points healing calculation is increased by 2d8 at character levels 3 (4d8), 5 (6d8), 7 (8d8), 9 (10d8), 11 (12d8), 13 (14d8), 15 (16d8), and 17 (18d8). Author's note: a paladin having this area affected healing trait is good since a paladin is a healer.
Note 4: While you are in combat, the total range of the area that your Biological Magnetosphere emanation can cover is increased at character levels 1 (up to 90 ft. from you), 5 (up to 120 ft. from you), 10 (up to 150 ft. from you in total), 20 (up to 180 ft. from you).
Note 5: you and anything that is in your biological Magnetosphere has the benefit of three quarters cover from anything that is outside your Biological Magnetosphere. Also, your Biological Magnetosphere causes other creatures that are outside of it to have double disadvantage in any spell or weapon attack roll and damage roll used against any other creature that is within your Biological magnetosphere.
Note 6: passively, the inside of your biological magnetosphere is filled with a liquid mist which allows you and any creature inside your biological magnetosphere to breathe that liquid mist as oxygen or a breathable liquid. This trait allows liquid only environment only creatures to survive outside of a liquid environment. Your body automatically expels the liquid mist that is contained in your biological magnetosphere. Author's Note: this additional trait makes having underwater maps as part of a campaign less of a logical issue and allows player characters that are fully aquatic to be able to breathe on land.
Note 7: you can have your biological Magnetosphere passively, produce bright light or dim light. or you can have your biological magnetosphere not produce light or stop producing bright light or dim light. author's Note: this allows a paladin player to help his or her allies that don't have darkvision to be able to see in the dark and giving off light is a good paladin ability.
Note 8: Your Biological Magnetosphere passively gives you, your allies, and your party members, double advantage on initiative checks.
Corridor Of Moonlight. You use a action to use your telekinesis to instantly open a Corridor Of Moonlight near you that is directly connected to another Corridor Of Moonlight that is at a different place or at a different area. A Corridor Of Moonlight appears as either a keyhole shaped opening that has a silver colored vortex inside of it or a vortex of inky black shadow. Any object or creature that passes through the Corridor Of Moonlight instantly arrives safely at the destination. The Corridor Of Moonlight remains open for any amount of time or until you close the portal, and it can be used to travel between where you are now to a place that is familiar to you, in both directions. This portal becomes invisible, untouchable, inactive, and unusable when it is closed. The only creatures that can reopen a Corridor Of Moonlight are creatures that have telekinesis and any creature that has the Corridor Of Moonlight trait. This spell just gives you a point of exhaustion or fails (dungeon masters choice) if the Dungeon Master determines that you do not know enough about the destination to open the Corridor Of Moonlight or the dungeon master does not want you to open the corridor of moonlight. Note: you do not need to have a completely accurate description of your destination and you don’t need to have visited your destination to open the Corridor Of Moonlight to your destination. Also, you can use Corridor Of Moonlight to open a Corridor Of Moonlight to another plane of existence, realm, or world. Author's note: this Corridor of Moonlight trait gives dungeon masters an easier way to move their player characters to a new campaign that is in a different time or place plus it works with a paladin's Biological Magnetospere trait.
Note 1: If you extend your biological Magnetosphere over the entire vehicle you are on, you can use Corridor Of Moonlight to allow you, that vehicle, and everything on and in that vehicle, to warp jump to a different universe or a different realm of existence or a different land or a different world or a different solar system. You can also exclude certain creatures from this warp Jump but the dungeon master has to approve of that exclusion. The catch of this vehicle warp is that the dungeon master can refuse to allow that vehicle warp to happen. Warp jumping that whole vehicle does not give you a point of exhaustion since you need to have the dungeon masters permission to do so.
Note 2: If you extend your biological Magnetosphere over the entire world you are on, you can use Corridor Of Moonlight to allow you, that planet, and everything on that planet to warp jump to a different universe or a different realm of existence or a different solar system. You can also exclude certain creatures from this warp jump but the dungeon master has to approve of that exclusion. The catch of this planetary warp jump is that the dungeon master can refuse to allow that planetary warp jump to happen. Warp jumping that whole world does not give you a point of exhaustion since you need to have the dungeon masters permission to do so.
Is it better? Sure, it is because it is overpowered in almost every aspect. This removes much of the challenge of the game and would not be fun to play with for the DM or other players.
Nothing about this screams Paladin, conceptually. Seems more appropriate for something starjammer-specific, before we even get into the power levels (which are wildly overpowered -- this thing can extend to cover the whole planet? And only like 1-2 of the subfeatures have limited uses?).
Also, D&D doesn't get into this (because it absolutely doesn't care) but IRL humanoids don't produce oxygen, they consume it and exhale waste gases like carbon dioxide.
i came up with a possible and better replacement and upgrade of the Paladin's aura of protection that comes with this addition as well (upvote this thread if you think it's better too):
Biological Magnetosphere (passive Reaction). You automatically produce a Biological Magnetosphere that serves as a defensive trait and keeps the oxygen you produce in one place surrounding you. when you extend your Biological Magnetosphere, you gain the benefits of doing so. Also, out of combat, your Biological magnetosphere can extend up to anywhere you see and even across a planet you are on. Non cantrips cannot pass into your biological magnetosphere. Your magnetosphere can act as a indestructible bubble while underwater. Your biological magnetosphere can be used as a indestructible bubble in order to move through dangerous substances or protect something or multiple somethings from natural hazards, like a cave collapsing or water filling a submarine or a collapsing building.
Note 1: You, your party members, and your allies in your biological magnetosphere gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).
Note 2: You, your party members, and your allies in your Biological Magnetosphere have Immunity to these conditions: the Frightened Condition, the Parasitized condition, the Stunned condition, the Charmed condition, the Petrified condition, the Paralyzed condition, the Blinded condition, the Deafened condition, the Poisoned condition, Shadow Corruption condition, and the Diseased condition.
Note 3: You can use a action to heal up to (your charisma ability modifier) creatures of your choice (minimum of 1 creature) that are in your Biological Magnetosphere. Those creatures magically regain (2d8 + your charisma ability modifier) hit points and are also freed from any curse and cursed weapon, 1 exhaustion level, any reduction to their hit point maximum, and any reduction to the creatures ability scores, the Frightened Condition, the Parasitized condition, the Stunned condition, the Charmed condition, the Petrified condition, the Paralyzed condition, the Blinded condition, the Deafened condition, the Poisoned condition, Shadow Corruption condition, and the Diseased condition. The hit points healing calculation is increased by 2d8 at character levels 3 (4d8), 5 (6d8), 7 (8d8), 9 (10d8), 11 (12d8), 13 (14d8), 15 (16d8), and 17 (18d8). Author's note: a paladin having this area affected healing trait is good since a paladin is a healer.
Note 4: While you are in combat, the total range of the area that your Biological Magnetosphere emanation can cover is increased at character levels 1 (up to 90 ft. from you), 5 (up to 120 ft. from you), 10 (up to 150 ft. from you in total), 20 (up to 180 ft. from you).
Note 5: you and anything that is in your biological Magnetosphere has the benefit of three quarters cover from anything that is outside your Biological Magnetosphere. Also, your Biological Magnetosphere causes other creatures that are outside of it to have double disadvantage in any spell or weapon attack roll and damage roll used against any other creature that is within your Biological magnetosphere.
Note 6: passively, the inside of your biological magnetosphere is filled with a liquid mist which allows you and any creature inside your biological magnetosphere to breathe that liquid mist as oxygen or a breathable liquid. This trait allows liquid only environment only creatures to survive outside of a liquid environment. Your body automatically expels the liquid mist that is contained in your biological magnetosphere. Author's Note: this additional trait makes having underwater maps as part of a campaign less of a logical issue and allows player characters that are fully aquatic to be able to breathe on land.
Note 7: you can have your biological Magnetosphere passively, produce bright light or dim light. or you can have your biological magnetosphere not produce light or stop producing bright light or dim light. author's Note: this allows a paladin player to help his or her allies that don't have darkvision to be able to see in the dark and giving off light is a good paladin ability.
Note 8: Your Biological Magnetosphere passively gives you, your allies, and your party members, double advantage on initiative checks.
Corridor Of Moonlight. You use a action to use your telekinesis to instantly open a Corridor Of Moonlight near you that is directly connected to another Corridor Of Moonlight that is at a different place or at a different area. A Corridor Of Moonlight appears as either a keyhole shaped opening that has a silver colored vortex inside of it or a vortex of inky black shadow. Any object or creature that passes through the Corridor Of Moonlight instantly arrives safely at the destination. The Corridor Of Moonlight remains open for any amount of time or until you close the portal, and it can be used to travel between where you are now to a place that is familiar to you, in both directions. This portal becomes invisible, untouchable, inactive, and unusable when it is closed. The only creatures that can reopen a Corridor Of Moonlight are creatures that have telekinesis and any creature that has the Corridor Of Moonlight trait. This spell just gives you a point of exhaustion or fails (dungeon masters choice) if the Dungeon Master determines that you do not know enough about the destination to open the Corridor Of Moonlight or the dungeon master does not want you to open the corridor of moonlight. Note: you do not need to have a completely accurate description of your destination and you don’t need to have visited your destination to open the Corridor Of Moonlight to your destination. Also, you can use Corridor Of Moonlight to open a Corridor Of Moonlight to another plane of existence, realm, or world. Author's note: this Corridor of Moonlight trait gives dungeon masters an easier way to move their player characters to a new campaign that is in a different time or place plus it works with a paladin's Biological Magnetospere trait.
Note 1: If you extend your biological Magnetosphere over the entire vehicle you are on, you can use Corridor Of Moonlight to allow you, that vehicle, and everything on and in that vehicle, to warp jump to a different universe or a different realm of existence or a different land or a different world or a different solar system. You can also exclude certain creatures from this warp Jump but the dungeon master has to approve of that exclusion. The catch of this vehicle warp is that the dungeon master can refuse to allow that vehicle warp to happen. Warp jumping that whole vehicle does not give you a point of exhaustion since you need to have the dungeon masters permission to do so.
Note 2: If you extend your biological Magnetosphere over the entire world you are on, you can use Corridor Of Moonlight to allow you, that planet, and everything on that planet to warp jump to a different universe or a different realm of existence or a different solar system. You can also exclude certain creatures from this warp jump but the dungeon master has to approve of that exclusion. The catch of this planetary warp jump is that the dungeon master can refuse to allow that planetary warp jump to happen. Warp jumping that whole world does not give you a point of exhaustion since you need to have the dungeon masters permission to do so.
Enoch Ashton Cox
Is it better? Sure, it is because it is overpowered in almost every aspect. This removes much of the challenge of the game and would not be fun to play with for the DM or other players.
Nothing about this screams Paladin, conceptually. Seems more appropriate for something starjammer-specific, before we even get into the power levels (which are wildly overpowered -- this thing can extend to cover the whole planet? And only like 1-2 of the subfeatures have limited uses?).
Also, D&D doesn't get into this (because it absolutely doesn't care) but IRL humanoids don't produce oxygen, they consume it and exhale waste gases like carbon dioxide.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep