Being a Drow fan boy, I love Criticalrole's campaign 2 when they move into Xhorhas and the Dynasty. I was recently rewatching those episodes and I wondered how a Paladin would function if they took an Oath of the Luxon. I have always thought that Drow as Paladins in the normal D&D world, while ruled/under Lolth, would be almost non-existence. So in Matt Mercer's world, what would a Drow that is a defender of the Luxon faith be? Yes now, for the first time in their history, the Drow may have Paladins? Would the Luxon gift powers to a fighter, as a Paladin defender?
I based the spells and abilities on what I saw in game, and also reading some of the fan pages etc. It seems to be about seeking knowledge, seeking the light, and rebirth...
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Beacon's Will. You can use your Channel Divinity to invoke a Moment of Possibility. As an action, you can choose a number of friends or allies that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, the chosen are granted a Moment of Possibility that lasts for 1 minute. After a creature with a Moment of Possibility makes an attack roll, ability check, or saving throw they can expend their fragment to roll an additional d20 and choose which of the rolls is used. You can also use this fragment to affect another creature. So for instance, if a creature attacks the bearer, the bearer can use the fragment to reroll the attack roll of the creature. This roll can be made before or after their initial roll is made. After 1 minute the fragment disappears back into the light of the Luxon.
Rebirth of the Luxon. You can use your Channel Divinity to bind allies within 30 feet of you to the light of the Luxon. As an action, you present your holy symbol of a dodecahedron and each friend within 30 feet, that can hear you, begins to glow with a soft and warm light for 1 minuteuntil the end of your next turn. Allies or friends bathed by the light of the Luxon do not have to make death saves if they are reduced to zero hit points and/or are knocked unconscious. In order to receive the light of the Luxon, allies must not already be unconscious. Fallen allies can not pass through to the realms and dimensions of death while within 30 feet of the Paladin, thus all damage dealt to the fallen is warded until the duration of Rebirth of the Luxon ends. At the end of the divinity, any ally being protected by the Luxon is reborn with 1 hit point. Rebirth can affect the multiple allies, as long as the Channel Divinity is activated. Before the Luxon grants a rebirth, the fallen allies can still be healed and/or stabilized to return from unconsciousness as normal.
Aura of Enlightenment
7th-level Oath of the Luxon feature
You emit an aura of self-knowledge while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll an insight check, you all gain a bonus to the insight check equal to your proficiency bonus.
The light of the Luxon grants you the ability to cast Daylight once per day. This ability resets after each Dawn.
At 18th level, the range of this aura increases to 30 feet.
Consecuted Soul
15th-level Oath of the Luxon feature
You’ve learned how to perform the Ritual of Consecution; imbuing a symbol of the Luxon with the power to place a death ward on whoever carries the dodecahedron like symbol. The symbol disappears in a flash of bright light when the carrier is reduced to 0 hit points; the carrier instead drops to 1 hit point as the symbol's warm light begins to surround their body. You can only only imbue one symbol of the Luxon with a 24hr period, after the 24hr period of time, it loses its imbuement. It takes 10 minutes of concentration to perform the ritual to imbue the chosen symbol, and the selected individual must be within 15 feet of the symbol while the ritual is being performed.
Paragon of the Luxon
20th-level Oath of the Luxon feature
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Constitution saving throw against your spell save DC. On a failed save, the creature is magically blinded by the Light of the Luxon. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
If one of your attacks or spells fully kills a creature while under the affects of the Luxon, you can choose to capture the soul within one of your symbols of the dodecahedron. If you do so, you can choose to hold that soul for redemption. If you are around a true Luxon Beacon, you can release that soul into the beacon. If released it will remain within the Beacon until it is randomly given a rebirth at a future date (that date is up to the will of the Luxon itself, days, years or millenia).
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
This is pretty cool! I was beginning to think I was the only one with the idea of a Dunamantic Paladin after several unsuccessful searches, until stumbling upon this. I'm currently working on my own Homebrew as well, and I'm wondering if you'd be okay with me using yours as some inspiration?
Of course, if you want to link it here, I can see if anything influences my path.
PS only thing I am changing above thus far is Rebirth of the Luxon, from 1 min to until the END of your next turn...I think...I am still working on timing for this to make it useful, but also not a super hindrance to DM's...maybe 2-3 rounds?
Is this spell list a placeholder, or is that what you intend their oath spells to be? It just seems a bit weird to me that half of the list is the same as Watchers paladins + they don't get any of the dunamancy spells.
I wanted more from other books, but that is what I have from base book right now. If made public, I will put in replacement notes for people who own CR and other content.
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Hey all,
Being a Drow fan boy, I love Criticalrole's campaign 2 when they move into Xhorhas and the Dynasty. I was recently rewatching those episodes and I wondered how a Paladin would function if they took an Oath of the Luxon. I have always thought that Drow as Paladins in the normal D&D world, while ruled/under Lolth, would be almost non-existence. So in Matt Mercer's world, what would a Drow that is a defender of the Luxon faith be? Yes now, for the first time in their history, the Drow may have Paladins? Would the Luxon gift powers to a fighter, as a Paladin defender?
I based the spells and abilities on what I saw in game, and also reading some of the fan pages etc. It seems to be about seeking knowledge, seeking the light, and rebirth...
EDITED
All ideas welcome!
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Oath Spells
3rd-level Oath of the Luxon feature
The cycle of life and rebirth, embracing the light of the Luxon has granted the Daylight spell as a bonus action.
You gain oath spells at the paladin levels listed in the Oath of the Luxon table. See the Sacred Oath class feature for how oath spells work.
Oath of the Watchers Spells
Channel Divinity
3rd-level Oath of the Luxon feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Beacon's Will. You can use your Channel Divinity to invoke a Moment of Possibility. As an action, you can choose a number of friends or allies that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, the chosen are granted a Moment of Possibility that lasts for 1 minute. After a creature with a Moment of Possibility makes an attack roll, ability check, or saving throw they can expend their fragment to roll an additional d20 and choose which of the rolls is used. You can also use this fragment to affect another creature. So for instance, if a creature attacks the bearer, the bearer can use the fragment to reroll the attack roll of the creature. This roll can be made before or after their initial roll is made. After 1 minute the fragment disappears back into the light of the Luxon.
Rebirth of the Luxon. You can use your Channel Divinity to bind allies within 30 feet of you to the light of the Luxon. As an action, you present your holy symbol of a dodecahedron and each friend within 30 feet, that can hear you, begins to glow with a soft and warm light
for 1 minuteuntil the end of your next turn. Allies or friends bathed by the light of the Luxon do not have to make death saves if they are reduced to zero hit points and/or are knocked unconscious. In order to receive the light of the Luxon, allies must not already be unconscious. Fallen allies can not pass through to the realms and dimensions of death while within 30 feet of the Paladin, thus all damage dealt to the fallen is warded until the duration of Rebirth of the Luxon ends. At the end of the divinity, any ally being protected by the Luxon is reborn with 1 hit point. Rebirth can affect the multiple allies, as long as the Channel Divinity is activated. Before the Luxon grants a rebirth, the fallen allies can still be healed and/or stabilized to return from unconsciousness as normal.Aura of Enlightenment
7th-level Oath of the Luxon feature
You emit an aura of self-knowledge while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll an insight check, you all gain a bonus to the insight check equal to your proficiency bonus.
The light of the Luxon grants you the ability to cast Daylight once per day. This ability resets after each Dawn.
At 18th level, the range of this aura increases to 30 feet.
Consecuted Soul
15th-level Oath of the Luxon feature
You’ve learned how to perform the Ritual of Consecution; imbuing a symbol of the Luxon with the power to place a death ward on whoever carries the dodecahedron like symbol. The symbol disappears in a flash of bright light when the carrier is reduced to 0 hit points; the carrier instead drops to 1 hit point as the symbol's warm light begins to surround their body. You can only only imbue one symbol of the Luxon with a 24hr period, after the 24hr period of time, it loses its imbuement. It takes 10 minutes of concentration to perform the ritual to imbue the chosen symbol, and the selected individual must be within 15 feet of the symbol while the ritual is being performed.
Paragon of the Luxon
20th-level Oath of the Luxon feature
You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Edited: started to nail down the level 20 capstone, added a nice roleplay option to it...
This is pretty cool! I was beginning to think I was the only one with the idea of a Dunamantic Paladin after several unsuccessful searches, until stumbling upon this. I'm currently working on my own Homebrew as well, and I'm wondering if you'd be okay with me using yours as some inspiration?
Of course, if you want to link it here, I can see if anything influences my path.
PS only thing I am changing above thus far is Rebirth of the Luxon, from 1 min to until the END of your next turn...I think...I am still working on timing for this to make it useful, but also not a super hindrance to DM's...maybe 2-3 rounds?
Is this spell list a placeholder, or is that what you intend their oath spells to be? It just seems a bit weird to me that half of the list is the same as Watchers paladins + they don't get any of the dunamancy spells.
I wanted more from other books, but that is what I have from base book right now. If made public, I will put in replacement notes for people who own CR and other content.