Admittedly inspired by the very good work of Chrominator I decided to finally try my hand at a Paladin Oath, one that has been making rounds in my head for a while now.
Quite a few people seem to miss the Warlord of 4ed fame, and while I see why people would like it as a Fighter archetype, I think the way Paladin works is more fitting (I admittedly do not have an enormous familiarity with the 4ed class, but I think I get the gist of it).
So, without further ado, I present you...
Oath of Command
You are a tactician and a master of combat, able to shift the tide of a battle with a few commands. You always strive to make each battle perfection, and issue commands to your allies as much as to your enemies, moving them as if chess pieces, in order to fulfill your vision of absolute martial perfection.
Tenets of Command
Example: Being a commander is not only issuing orders, it is also leading by example. You shall not ask your comrades to do anything you would not do yourself.
Preservation: Your comrades are your shield, your sword and your family. You shall always do your utmost to make them fight at their best and without unnecessary risks.
Meaningful victory: Each battle is a test. You shall not blindly push on into a fight clearly lost. Retreat is a tactic for a future victory.
Oath Spells
You gain oath spells at the paladin levels listed.
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Commanding Presence: As an Action in your turn, you can choose a number of creatures within 30 feet of you equal to your CHA modifier and force them to move 10 feet in any direction you choose, potentially provoking attacks of opportunity. Should the movement force them in an area of environmental danger (for example off a cliff, into a pool or river of lava or acid) the target can take a WIS saving throw against your Paladin Spell Save DC. On a successful save they terminate the movement in the closest unoccupied space to the edge of the environmental danger, while on a failed save they perform the movement as instructed by you.
Guiding Smite: As an Action on your turn you can perform a single weapon attack which will benefit from the same effects as your Smite feature as if a 2nd level slot was used, furthermore, on a hit, the next attack on the target is performed with advantage.
Aura of Guidance
Starting at 7th level, you constantly emanate a commanding aura while you’re not incapacitated, pushing your allies not to stop for any reason. The aura extends 10 feet from you in every direction, but not through total cover. Friendly creatures within the aura gain a bonus to all saving throws and checks to avoid being restrained and to their initiative roll equal to your CHA modifier. At 18th level, the range of this aura increases to 30 feet.
Commanding Speed
Starting at lvl 15 you are always under the effects of the Longstrider spell.
Absolute Command
Starting at lvl 20, as an Action in your turn, you issue your ultimate command with booming voice. For a number of rounds equal to your CHA modifier, any creature in a 30 foot radius from you is affected as follows:
On each of their turns, you and each friendly creature within the area can take one additional Action.
At the beginning of their turn, each hostile creature within the area must make a WIS saving throw against your Paladin Spell Save DC or not take any Action on that turn.
Once you use this feature, you can’t use it again until you finish a long rest.
As always, suggestions, opinions, comments and corrections are more than welcome :)
I like the look of and idea of this oath already, but I have a few suggestions about the oath spells.
I don't think a single spell was a "bad" spell, but some of them didn't really seem to fit with the flavor of the class that seemed to be shown.
My suggested changes to the spells list are here, with reasoning behind them. Make of the suggestions what you will.
Expeditious Retreat: Knowing when to retreat is a good thing for any commander, but the inability to target other creatures than yourself detracts from it. Who wants a commander who is the fastest runner from battles? Since you already have Longstrider, I would suggest taking out Expeditious Retreat, and using an enchantment-style spell, instead, such as Bane.
Zephyr Strike seems good, because (while it could still be used for retreat and only targets you) the non-opportunity-attack-provoking movement gives the idea of battlefield control, moving around despite danger to oneself (your comrades don't know there's not danger) to be where needed most.
Longstrider is good because you can target other creatures. Water Walk and Freedom of Movement also can, but the problem with Freedom of Movement is that could be a little redundant with your Aura of Guidance. Instead of just usually overcoming restraints and grapples all the time, for an hour someone will always overcome them. This may be something that you'd want to change your Aura for, but it seems simpler to simply take out Freedom of Movement in favor of some other spell. I'm not sure which, but it seems like you'd want either a group buff/protection effect, or a control effect.
Levitate, in some ways, seems to really fit (especially when used on yourself - Now you're the floating force of command). Alternatively, though, you could use Calm Emotions, because everyone wants a leader who can help them overcome their fears.
Meld into Stone and Tree Stride: The biggest problem (to me) is that these are self-targeting, single target spells, almost impossible to use in combat, and very useful for escaping or hiding.
Soldier 1: "Hey, do you know where (noble leader of justice and courage) went?"
Soldier 2: "Last I heard, he was hiding in a (wall/tree)."
I like the look of and idea of this oath already, but I have a few suggestions about the oath spells.
I don't think a single spell was a "bad" spell, but some of them didn't really seem to fit with the flavor of the class that seemed to be shown.
My suggested changes to the spells list are here, with reasoning behind them. Make of the suggestions what you will.
Expeditious Retreat: Knowing when to retreat is a good thing for any commander, but the inability to target other creatures than yourself detracts from it. Who wants a commander who is the fastest runner from battles? Since you already have Longstrider, I would suggest taking out Expeditious Retreat, and using an enchantment-style spell, instead, such as Bane.
Zephyr Strike seems good, because (while it could still be used for retreat and only targets you) the non-opportunity-attack-provoking movement gives the idea of battlefield control, moving around despite danger to oneself (your comrades don't know there's not danger) to be where needed most.
Longstrider is good because you can target other creatures. Water Walk and Freedom of Movement also can, but the problem with Freedom of Movement is that could be a little redundant with your Aura of Guidance. Instead of just usually overcoming restraints and grapples all the time, for an hour someone will always overcome them. This may be something that you'd want to change your Aura for, but it seems simpler to simply take out Freedom of Movement in favor of some other spell. I'm not sure which, but it seems like you'd want either a group buff/protection effect, or a control effect.
Levitate, in some ways, seems to really fit (especially when used on yourself - Now you're the floating force of command). Alternatively, though, you could use Calm Emotions, because everyone wants a leader who can help them overcome their fears.
Meld into Stone and Tree Stride: The biggest problem (to me) is that these are self-targeting, single target spells, almost impossible to use in combat, and very useful for escaping or hiding.
Soldier 1: "Hey, do you know where (noble leader of justice and courage) went?"
Soldier 2: "Last I heard, he was hiding in a (wall/tree)."
Thank you very much for your suggestions! I have to admit I am not the best at choosing additional spells, and that was one of the reasons why I held off on doing a Paladin homebrew Oath until now :P
All your suggestions do make a lot of sense to me, so I'll take them onboard and find proper substitute for the not-really-fitting spells to swap out.
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I just want to know why it doesn't have command as an oath spell.
... Well that's embarrassing...
The one Spell that should have been in from the very beginning is not XD I was probably too focused on the class features and didn't think too much on the spells, my apologies. At this point I will most probably swap out Expeditious Retreat and put in Command instead.
Thank you also for the list of spell you think would be appropriate, I'll have a look and pick my favorite(s)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
First thing I noticed though is Commanding Presence:
That can end up being pretty bad for a squishy baddy that your buddies gang up on then you force to move for multiple OP attacks. Mix that with him retreating towards a polearm master and he could get pretty messed.
Instead of it being a wis save if he goes into a hazard I'd have it a wis save for unwilling targets.
I'll look through this later and get some more in depth feedback later today. Same for your shadow mind rogue.
First thing I noticed though is Commanding Presence:
That can end up being pretty bad for a squishy baddy that your buddies gang up on then you force to move for multiple OP attacks. Mix that with him retreating towards a polearm master and he could get pretty messed.
Instead of it being a wis save if he goes into a hazard I'd have it a wis save for unwilling targets.
I'll look through this later and get some more in depth feedback later today. Same for your shadow mind rogue.
Thank you KageAcuma, always too nice :)
You might be correct on the unwilling creatures WIS save for the movement itself, given you would target multiple creatures. I'll wait for a "full review" before making changes though ;)
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Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
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Admittedly inspired by the very good work of Chrominator I decided to finally try my hand at a Paladin Oath, one that has been making rounds in my head for a while now.
Quite a few people seem to miss the Warlord of 4ed fame, and while I see why people would like it as a Fighter archetype, I think the way Paladin works is more fitting (I admittedly do not have an enormous familiarity with the 4ed class, but I think I get the gist of it).
So, without further ado, I present you...
Oath of Command
You are a tactician and a master of combat, able to shift the tide of a battle with a few commands. You always strive to make each battle perfection, and issue commands to your allies as much as to your enemies, moving them as if chess pieces, in order to fulfill your vision of absolute martial perfection.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Command Spells
Paladin Level
Spells
3rd
Command, Zephyr Strike, Longstrider
5th
Levitate
9th
Beacon of Hope, Protection from Energy
13th
Mordenkainen’s Private Sanctum, Otiluke’s Resilient Sphere
17th
Telekinesis, Circle of Power
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Commanding Presence: As an Action in your turn, you can choose a number of creatures within 30 feet of you equal to your CHA modifier and force them to move 10 feet in any direction you choose, potentially provoking attacks of opportunity. Should the movement force them in an area of environmental danger (for example off a cliff, into a pool or river of lava or acid) the target can take a WIS saving throw against your Paladin Spell Save DC. On a successful save they terminate the movement in the closest unoccupied space to the edge of the environmental danger, while on a failed save they perform the movement as instructed by you.
Guiding Smite: As an Action on your turn you can perform a single weapon attack which will benefit from the same effects as your Smite feature as if a 2nd level slot was used, furthermore, on a hit, the next attack on the target is performed with advantage.
Aura of Guidance
Starting at 7th level, you constantly emanate a commanding aura while you’re not incapacitated, pushing your allies not to stop for any reason. The aura extends 10 feet from you in every direction, but not through total cover.
Friendly creatures within the aura gain a bonus to all saving throws and checks to avoid being restrained and to their initiative roll equal to your CHA modifier.
At 18th level, the range of this aura increases to 30 feet.
Commanding Speed
Starting at lvl 15 you are always under the effects of the Longstrider spell.
Absolute Command
Starting at lvl 20, as an Action in your turn, you issue your ultimate command with booming voice. For a number of rounds equal to your CHA modifier, any creature in a 30 foot radius from you is affected as follows:
Once you use this feature, you can’t use it again until you finish a long rest.
As always, suggestions, opinions, comments and corrections are more than welcome :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Expeditious Retreat: Knowing when to retreat is a good thing for any commander, but the inability to target other creatures than yourself detracts from it. Who wants a commander who is the fastest runner from battles? Since you already have Longstrider, I would suggest taking out Expeditious Retreat, and using an enchantment-style spell, instead, such as Bane.
Zephyr Strike seems good, because (while it could still be used for retreat and only targets you) the non-opportunity-attack-provoking movement gives the idea of battlefield control, moving around despite danger to oneself (your comrades don't know there's not danger) to be where needed most.
Longstrider is good because you can target other creatures. Water Walk and Freedom of Movement also can, but the problem with Freedom of Movement is that could be a little redundant with your Aura of Guidance. Instead of just usually overcoming restraints and grapples all the time, for an hour someone will always overcome them. This may be something that you'd want to change your Aura for, but it seems simpler to simply take out Freedom of Movement in favor of some other spell. I'm not sure which, but it seems like you'd want either a group buff/protection effect, or a control effect.
Levitate, in some ways, seems to really fit (especially when used on yourself - Now you're the floating force of command). Alternatively, though, you could use Calm Emotions, because everyone wants a leader who can help them overcome their fears.
Telekinesis seems very fitting.
Meld into Stone and Tree Stride: The biggest problem (to me) is that these are self-targeting, single target spells, almost impossible to use in combat, and very useful for escaping or hiding.
Soldier 1: "Hey, do you know where (noble leader of justice and courage) went?"
Soldier 2: "Last I heard, he was hiding in a (wall/tree)."
Soldier 1: "..."
I would suggest using Beacon of Hope in place of Meld into Stone, and something protective or Animate Objects (because Telekinesis already shows that your command stretches even to inanimate objects) in place of Tree Stride.
And that's all I have to say about that.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
There are a ton of 4th-level spells that could fit. Aura of life, aura of purity, banishment, charm monster, conjure minor elementals, conjure woodland beings, death ward, guardian of faith, hallucinatory terrain, Mordenkainen's faithful hound, Mordenkainen's private sanctum, Otiluke's resilient sphere, wall of fire . . .
I just want to know why it doesn't have command as an oath spell.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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At this point I will most probably swap out Expeditious Retreat and put in Command instead.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Swapped a bunch of spells and added the unconceivably missing Command spell...
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
More great stuff :D
First thing I noticed though is Commanding Presence:
That can end up being pretty bad for a squishy baddy that your buddies gang up on then you force to move for multiple OP attacks. Mix that with him retreating towards a polearm master and he could get pretty messed.
Instead of it being a wis save if he goes into a hazard I'd have it a wis save for unwilling targets.
I'll look through this later and get some more in depth feedback later today. Same for your shadow mind rogue.
I'll wait for a "full review" before making changes though ;)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games