Hi guys, I've made this paladin oath and due to some spells not being in the SRD (I think) I can't share it on the community in the normal sense. So I was hoping you would want to take a look and tell me what this paladin feels like:
It's supposed to be somewhat akin to Devotion, but with enough differences to stand on its own. I've not playtested it yet, but the paladin in my group might be interested in playing it somewhere in the near future. Thanks in advance, and all questions are welcome.
Thanks in advance!
TENETS OF GRACE
The tenets of the Oath of Grace drives a paladin to serve those who needs their help, without locking them down to a single group or person.
Mercy. Protect those who cannot do so themselves, though don't cause harm where it can be avoided.
Memory. Honour those who came before, learn from their teachings as well as their folly.
Action. Never stand idle. It is better to prevent conflict rather than seeking a resolution.
Generosity. Hold no value to the material. Should you fall, it is merely to decorate your corpse.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Radiant Grace. As an action, you can imbue a number of creatures with divine energy equal to your proficiency bonus, using your Channel Divinity. They gain temporary hit points equal to your level in this class. If a creature hits them with a melee attack while they have these hit points, the creature takes radiant or cold damage (your choice when you cast this spell) equal to the temporary hit points lost.
You can end this effect at any time.
Herald of Divinity. Using your Channel Divinity, as an action, you summon an incorporeal spirit in a space within 30 feet you can see. The spirit sheds bright light up to 15 feet and dim light up to 30 feet. Any creature within the light has advantage on death saving throws.
At the start of your turn you may choose one of the following effects, in addition to the effect mentioned above:
The spirit becomes corporeal, and is now an object with AC 11 + your charisma modifier. It automatically succeeds on any saving throws for spells and effects that deal damage to it, and is immune to being charmed or frightened. While it does not have hit points, the spirit is destroyed if it is dealt damage equal to your paladin level in a single attack. Creatures within 5 feet of the spirit gain half cover.
A bolt of radiant energy fires from the spirit to a creature within 10ft of the spirit you can see. The target must succeed on a Dexterity saving throw against your spell save DC or take 1d4 radiant damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
The spirit remains for 1 minute or until you dismiss it. You may move it 30 feet as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, whenever you use your divine smite, a creature of your choice that you can see within 10 feet regains hit points equal to 1d4 per level of the spell slot expended. If the chosen creature is at full hit points they gain temporary hit points equal to 1d4 per level of the spell slot expended instead.
At 18th level, the range of this ability increases to 30 feet.
Augmented Herald
Starting at 15th level, as you summon your Herald of Divinity, you may choose a number of creatures up to your proficiency modifier within 10 feet of where your herald is summoned. They regain hitpoints equal to 1d8 + your charisma modifier. While your herald is summoned, all creatures of your choice within 10 feet of the herald have a 1d4 bonus to saving throws.
Bastion of Radiance
At 20th level, as an action, you become a bastion of healing light. For 1 minute, you gain the following effects:
Once per turn, you can teleport up to your speed.
Whenever you cast a spell which restores hit points or grants temporary hit points that has a range of 5 feet or greater, you may double the range of the spell. If you cast a spell that has a range of touch, the range is 30 feet.
You may use your lay on hands feature on creatures you can see up to 30 feet from you.
Whenever a creature other than you restores hit points from a spell you cast or your lay on hands feature, you restore an equal amount of hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Hi guys, I've made this paladin oath and due to some spells not being in the SRD (I think) I can't share it on the community in the normal sense. So I was hoping you would want to take a look and tell me what this paladin feels like:
It's supposed to be somewhat akin to Devotion, but with enough differences to stand on its own. I've not playtested it yet, but the paladin in my group might be interested in playing it somewhere in the near future. Thanks in advance, and all questions are welcome.
Thanks in advance!
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Radiant Grace. As an action, you can imbue a number of creatures with divine energy equal to your proficiency bonus, using your Channel Divinity. They gain temporary hit points equal to your level in this class. If a creature hits them with a melee attack while they have these hit points, the creature takes radiant or cold damage (your choice when you cast this spell) equal to the temporary hit points lost.
You can end this effect at any time.
Herald of Divinity. Using your Channel Divinity, as an action, you summon an incorporeal spirit in a space within 30 feet you can see. The spirit sheds bright light up to 15 feet and dim light up to 30 feet. Any creature within the light has advantage on death saving throws.
At the start of your turn you may choose one of the following effects, in addition to the effect mentioned above:
The spirit remains for 1 minute or until you dismiss it. You may move it 30 feet as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
3rd
shield of faith, guiding bolt
5th
aid, calm emotions
9th
ashardalon's stride, revivify
13th
aura of life, storm sphere
17th
destructive wave, summon draconic spirit
Smites of Grace
Starting at 7th level, whenever you use your divine smite, a creature of your choice that you can see within 10 feet regains hit points equal to 1d4 per level of the spell slot expended. If the chosen creature is at full hit points they gain temporary hit points equal to 1d4 per level of the spell slot expended instead.
At 18th level, the range of this ability increases to 30 feet.
Augmented Herald
Starting at 15th level, as you summon your Herald of Divinity, you may choose a number of creatures up to your proficiency modifier within 10 feet of where your herald is summoned. They regain hitpoints equal to 1d8 + your charisma modifier. While your herald is summoned, all creatures of your choice within 10 feet of the herald have a 1d4 bonus to saving throws.
Bastion of Radiance
At 20th level, as an action, you become a bastion of healing light. For 1 minute, you gain the following effects:
Once you use this feature, you can’t use it again until you finish a long rest.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature