I've made a paladin subclass, but I'd like to get some feedback before I publish it. Thank you!
Oath of the Arcane:
Paladins of the Oath of the Arcane research arcane magic and even learn some of it. They use arcane magic to enhance their abilities. They study to have a great understanding of the arcane arts to harness it themselves. And most importantly, they use their intellect to shape their life.
Tenets of the Arcane:
Knowledge: Never stop learning. If you don't learn, you're in great danger.
Experience: Don't hesitate to use your times in the past to decide in the present, but be careful.
Logic: Never make a lucky guess without logically thinking about it first.
Oath Features:
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Arcane Spells table. See the Sacred Oath class feature for how oath spells work.
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Deflect the Magic - You can use your channel divinity to deflect some of the force of a spell onto your enemies. As a reaction, when someone casts a spell that deals damage that targets you, you can force the caster of the spell to make a charisma save against your spell save DC. On a failed they take half the damage of the spell and the damage that you take is reduced by your paladin level. On a success, the damage you take is reduced half as much as it would on a fail and they take no damage. The spell you deflect must be at a level you can cast. Warrior of the Arcane - You can use your channel divinity to enhance your strikes. As a bonus action, you can empower your strikes with your spells. For the next minute, your melee weapon attacks are magical and on a hit they deal 1d4 extra damage. The damage is any kind that's dealt by a spell you have prepared. If you don't have a prepared spell that deals damage, the damage type is the same as the damage type the weapon deals.
Aura of Spell Protection
Starting at 7th level, you can protect others from spells at your cost. When a creature within 10 ft. of you fails a save against a spell, you can use your reaction to let them reroll the save with advantage, but the next save you make against a spell in the next round is made with disadvantage.
At 18th level, the range of this aura increases to 30 feet.
Improved Lay on Hands
Starting at 15th level, your lay on hands is enhanced by your arcane powers. When you use it, you can use twenty hp from your pool to have the effect of lesser restoration on the target.
Avatar of the Arcane
At 20th level, as an action, you can become an avatar of arcane knowledge for 1 minute, which gives three benefits:
Spell attack rolls against you have disadvantage.
Enemies have disadvantage on saving throws against your spells and channel divinity.
Your saves against spells and magical effects have a +3 bonus.
After you use this feature, you can't use it until you finish a long rest.
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The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
Your "Aura of Spell Protection" doesn't really behave like an Aura, if it only benefits 1 creature in the area and requires using your reaction. Maybe something more like the "Aura of Warding" from Oath of the Ancients?
For Improved Lay on Hands, Lesser Restoration isn't an arcane spell, so it doesn't seem to fit the theme; also 20 points is a lot, considering Lay on Hands already does the poison-cure part of Lesser Restoration for only 5 points. How about the effects of Remove Curse for 20 points instead?
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Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Your "Aura of Spell Protection" doesn't really behave like an Aura, if it only benefits 1 creature in the area and requires using your reaction. Maybe something more like the "Aura of Warding" from Oath of the Ancients?
For Improved Lay on Hands, Lesser Restoration isn't an arcane spell, so it doesn't seem to fit the theme; also 20 points is a lot, considering Lay on Hands already does the poison-cure part of Lesser Restoration for only 5 points. How about the effects of Remove Curse for 20 points instead?
Thanks for the feedback!
I'll update it to fit those changes when I have time.
Rollback Post to RevisionRollBack
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bardof the OIADSB Cult, here are our rules.Sig.Also a sauce council member, but it's been dead for a while.
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I've made a paladin subclass, but I'd like to get some feedback before I publish it. Thank you!
Oath of the Arcane:
Paladins of the Oath of the Arcane research arcane magic and even learn some of it. They use arcane magic to enhance their abilities. They study to have a great understanding of the arcane arts to harness it themselves. And most importantly, they use their intellect to shape their life.
Tenets of the Arcane:
Knowledge: Never stop learning. If you don't learn, you're in great danger.
Experience: Don't hesitate to use your times in the past to decide in the present, but be careful.
Logic: Never make a lucky guess without logically thinking about it first.
Oath Features:
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Arcane Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Arcane Spells
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Deflect the Magic - You can use your channel divinity to deflect some of the force of a spell onto your enemies. As a reaction, when someone casts a spell that deals damage that targets you, you can force the caster of the spell to make a charisma save against your spell save DC. On a failed they take half the damage of the spell and the damage that you take is reduced by your paladin level. On a success, the damage you take is reduced half as much as it would on a fail and they take no damage. The spell you deflect must be at a level you can cast.
Warrior of the Arcane - You can use your channel divinity to enhance your strikes. As a bonus action, you can empower your strikes with your spells. For the next minute, your melee weapon attacks are magical and on a hit they deal 1d4 extra damage. The damage is any kind that's dealt by a spell you have prepared. If you don't have a prepared spell that deals damage, the damage type is the same as the damage type the weapon deals.
Aura of Spell Protection
Starting at 7th level, you can protect others from spells at your cost. When a creature within 10 ft. of you fails a save against a spell, you can use your reaction to let them reroll the save with advantage, but the next save you make against a spell in the next round is made with disadvantage.
At 18th level, the range of this aura increases to 30 feet.
Improved Lay on Hands
Starting at 15th level, your lay on hands is enhanced by your arcane powers. When you use it, you can use twenty hp from your pool to have the effect of lesser restoration on the target.
Avatar of the Arcane
At 20th level, as an action, you can become an avatar of arcane knowledge for 1 minute, which gives three benefits:
After you use this feature, you can't use it until you finish a long rest.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.
A few thoughts on first reading:
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
Thanks for the feedback!
I'll update it to fit those changes when I have time.
The Circle of Hedgehogs Druid Beholder/Animated Armor Level -20 Bard of the OIADSB Cult, here are our rules. Sig. Also a sauce council member, but it's been dead for a while.