If I could get some feedback on this subclass I made I would highly appreciate it. Made this for one of my players who swore an oath to a powerful angel.
Oath of Angels
Angels are celestial beings who often, but not always, work for gods of light, peace and mercy. There are many types of angels but most the time their duties include fighting off demons, gathering knowledge on various planes or watching over a sacred site, guarding its secret. To take the Oath of Angels is to submit oneself to an angel or other similar celestial being. The specific oath tenets differ between the celestial. Below are some possible tenets for the angel’s oath.
d6
Tenets of the Celestials
1
Piety. I am in service to the gods of life and light. I am a warrior to be commanded by them. I honor them with sacraments daily.
2
Knowledge. I seek out the knowledge of the planes, looking for possible threats and uncovering forgotten prophesies.
3
Demon Hunter. I hunt and track down certain demons who are becoming too powerful.
4
Seal Watcher. I am tasked to watch over ancient places of evil to make sure any power is sealed away and no one tries to unseal it.
5
Herald. I travel through the planes making forth the way for my deity or perhaps warning those of an inescapable destruction.
6
Warrior. It is my duty to wage the war on devils and demons.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin
Level
Spells
3rd
Comprehend Languages, Identify
5th
Spiritual Weapon, Find Steed*
9th
Clairvoyance, Summon Lesser Demons
13th
Private Sanctum, Banishment,
Find Greater Steed*
17th
Planar Binding, Contact Other Plane**
*When casting, you summon a Unicorn for Find Steed or an Alicorn (a winged unicorn) for Find Greater Steed. Use the stats for Unicorn but with a flying speed of 60 ft.
**On a failed save, you take the 6d6 psychic damage but are not insane.
3st Level: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Confession. You can use your channel divinity to bring the truth from a creature. The creature must make a charisma saving throw. On a failed save, the creature cannot willingly lie to you for the next minute.
Divine Protection. You can use your channel divinity to give you protection against a spell. As a reaction, you can give yourself a +10 to a saving throw against a spell that has targeted you. You make this choice after you see the roll, but before the DM says whether the save fails or succeeds.
7th Level: Aura of Control
Beginning at 7th level, you and friendly creatures within 10 feet of you cannot be banished or teleported away by foes.
At 18th level, the range of this aura increases to 30 feet.
15th Level: Guardian Angel
Starting at 15th level, whenever a creature attacks an ally that is within 5 feet of you, you can take a reaction to make a melee attack against that creature.
20th Level: Celestial Radiance
At 20th level, a blinding aura is set on your armor as an action. While in this form, you gain the following benefits for the next 30 seconds:
You sprout angelic wings and have a flying speed of 80 feet.
Your armor class goes up by 2.
Any creature that can see you and is not an ally must make a DC 17 Constitution saving throw. If the saving throw fails by 5 or more, the creature is permanently blinded. Otherwise, a creature that fails the save is instantly blinded until the Celestial Radiance wears off.
I realize it’s been a while, but there are several things in this homebrew subclass that conflict with the normal design of D&D 5e classes. You are of course welcome to do whatever you like in your own games but here are some things to be aware of.
Oath spells: allowing a player to summon a unicorn with a second level spell slot is beyond broken. The unicorn itself has other spellcasting abilities, and is a CR 5 creature with legendary actions and a variety of buffs it can bestow. Compare this to the conjure celestial spell: when cast at ninth level it allows the summoning of a CR 5 celestial (the unicorn is the only one currently published) for a mere 1 hour. Granting find steed as an oath spell also feels almost wasteful of what could be a really useful and flavorful spell from another class, since the summoned steed lasts until killed and thus you won’t need to resummon it every day. The same can be said of find greater steed.
Channel Divinity: I like that one option is for social encounters while the other is for combat. There are few abilities (if any) in the game that give a +10 to any sort of save/attack roll. I would suggest either 1) granting advantage on all saving throws until the end of your next turn; or 2) automatically succeeding on that one save. This will make it more in line with the design philosophy of 5e. This is however a fairly minor issue, and you’re welcome to ignore my opinion on the matter.
Level 7: I like the concept, but in my 3 years of D&D there has been only one situation where this ability would have been relevant. It is certainly a ribbon ability, which is fine for each subclass to have one, but I personally would replace this with something that’ll come up more often, either by including immunity to several rare effects or granting advantage on saves to resist a few uncommon effects and one common effect. I would change this to granting advantage on saves vs being possessed, banished, charmed, and/or petrified. It’s possible I’m the exception and other DMs are banishing players all the time, but I don’t think that’s the case.
Level 15: This is a very useful ability, and appropriate for the power level. Well done. It does however overlap with the sentinel feat. This isn’t necessarily a bad thing, but just something to be aware of.
Level 20: There’s no other ability that im aware of with a thirty second duration. Durations in published material are commonly one of: instantaneous, 1 round (six seconds), 1 minute, 10 minutes, 1 hour, some number of hours. There are also few things that use a fixed DC like this ability does. I highly recommend using the paladin’s spell save DC for this feature. Permanent blindness(or any permanent debuff) is something to be careful with and use sparingly. Usually, these things allow 2 separate saves before the debuff becomes permanent. I do like the concept of this feature, and given it’s a level 20 ability, I think it isn’t really problematic to be able to impose permanent blindness, especially considering it can be removed by a second level spell.
Overall, I like the concept, and you’re on the right track. It could just use a bit of refinement before it gets used outside of your own home game.
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If I could get some feedback on this subclass I made I would highly appreciate it. Made this for one of my players who swore an oath to a powerful angel.
Oath of Angels
Angels are celestial beings who often, but not always, work for gods of light, peace and mercy. There are many types of angels but most the time their duties include fighting off demons, gathering knowledge on various planes or watching over a sacred site, guarding its secret. To take the Oath of Angels is to submit oneself to an angel or other similar celestial being. The specific oath tenets differ between the celestial. Below are some possible tenets for the angel’s oath.
d6
Tenets of the Celestials
1
Piety. I am in service to the gods of life and light. I am a warrior to be commanded by them. I honor them with sacraments daily.
2
Knowledge. I seek out the knowledge of the planes, looking for possible threats and uncovering forgotten prophesies.
3
Demon Hunter. I hunt and track down certain demons who are becoming too powerful.
4
Seal Watcher. I am tasked to watch over ancient places of evil to make sure any power is sealed away and no one tries to unseal it.
5
Herald. I travel through the planes making forth the way for my deity or perhaps warning those of an inescapable destruction.
6
Warrior. It is my duty to wage the war on devils and demons.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin
Level
Spells
3rd
Comprehend Languages, Identify
5th
Spiritual Weapon, Find Steed*
9th
Clairvoyance, Summon Lesser Demons
13th
Private Sanctum, Banishment,
Find Greater Steed*
17th
Planar Binding, Contact Other Plane**
*When casting, you summon a Unicorn for Find Steed or an Alicorn (a winged unicorn) for Find Greater Steed. Use the stats for Unicorn but with a flying speed of 60 ft.
**On a failed save, you take the 6d6 psychic damage but are not insane.
3st Level: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Confession. You can use your channel divinity to bring the truth from a creature. The creature must make a charisma saving throw. On a failed save, the creature cannot willingly lie to you for the next minute.
Divine Protection. You can use your channel divinity to give you protection against a spell. As a reaction, you can give yourself a +10 to a saving throw against a spell that has targeted you. You make this choice after you see the roll, but before the DM says whether the save fails or succeeds.
7th Level: Aura of Control
Beginning at 7th level, you and friendly creatures within 10 feet of you cannot be banished or teleported away by foes.
At 18th level, the range of this aura increases to 30 feet.
15th Level: Guardian Angel
Starting at 15th level, whenever a creature attacks an ally that is within 5 feet of you, you can take a reaction to make a melee attack against that creature.
20th Level: Celestial Radiance
At 20th level, a blinding aura is set on your armor as an action. While in this form, you gain the following benefits for the next 30 seconds:
I realize it’s been a while, but there are several things in this homebrew subclass that conflict with the normal design of D&D 5e classes. You are of course welcome to do whatever you like in your own games but here are some things to be aware of.
Oath spells: allowing a player to summon a unicorn with a second level spell slot is beyond broken. The unicorn itself has other spellcasting abilities, and is a CR 5 creature with legendary actions and a variety of buffs it can bestow. Compare this to the conjure celestial spell: when cast at ninth level it allows the summoning of a CR 5 celestial (the unicorn is the only one currently published) for a mere 1 hour. Granting find steed as an oath spell also feels almost wasteful of what could be a really useful and flavorful spell from another class, since the summoned steed lasts until killed and thus you won’t need to resummon it every day. The same can be said of find greater steed.
Channel Divinity: I like that one option is for social encounters while the other is for combat. There are few abilities (if any) in the game that give a +10 to any sort of save/attack roll. I would suggest either 1) granting advantage on all saving throws until the end of your next turn; or 2) automatically succeeding on that one save. This will make it more in line with the design philosophy of 5e. This is however a fairly minor issue, and you’re welcome to ignore my opinion on the matter.
Level 7: I like the concept, but in my 3 years of D&D there has been only one situation where this ability would have been relevant. It is certainly a ribbon ability, which is fine for each subclass to have one, but I personally would replace this with something that’ll come up more often, either by including immunity to several rare effects or granting advantage on saves to resist a few uncommon effects and one common effect. I would change this to granting advantage on saves vs being possessed, banished, charmed, and/or petrified. It’s possible I’m the exception and other DMs are banishing players all the time, but I don’t think that’s the case.
Level 15: This is a very useful ability, and appropriate for the power level. Well done. It does however overlap with the sentinel feat. This isn’t necessarily a bad thing, but just something to be aware of.
Level 20: There’s no other ability that im aware of with a thirty second duration. Durations in published material are commonly one of: instantaneous, 1 round (six seconds), 1 minute, 10 minutes, 1 hour, some number of hours. There are also few things that use a fixed DC like this ability does. I highly recommend using the paladin’s spell save DC for this feature. Permanent blindness(or any permanent debuff) is something to be careful with and use sparingly. Usually, these things allow 2 separate saves before the debuff becomes permanent. I do like the concept of this feature, and given it’s a level 20 ability, I think it isn’t really problematic to be able to impose permanent blindness, especially considering it can be removed by a second level spell.
Overall, I like the concept, and you’re on the right track. It could just use a bit of refinement before it gets used outside of your own home game.