I am not 100% sure myself that I like it, but it came out of my mind passing through my hands pretty much on its own, so I feel compelled to share it...
Oath of Brotherhood
Tenets of the Oath of Brotherhood
Sharing: You and your blood brothers and sisters are one and the same, you should not negate anything reasonable to your brothers and sisters and would expect the same of them; Protection: Your blood brothers and sisters are the most important part of your life, you will do everything in your power to protect them; Recognition: You are compelled to make you and your blood brothers and sisters recognized and be given the respect you deserve.
Blood bond
When you take this oath at 3rd level, you can select a number of creatures up to your CHA modifier and Create a Blood Bond with them, and they are considered a Blood Brother or Sister to you. As long as yo uare within 200 feet from one another, you all know the location of the other, unless thgeir body is disintegrated, in which case you feel the sensation of loss regardless of distance. This ritual requires 1 hour. Should your CHA modifier increase, you can select additional creatures to forge a Blood Bond with.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Shield. As an action on your turn you can create a protective shield around you and each of your blood brothers and sisters. This shield lasts for one minute and grants each creature affected with a damage reduction against any kind of damage equal to your CHA modifier.
Blood Boil. As an action in your turn you can concentrate and make another creature suffer internal fire damage equal to half their Hit Dice on a failed CON save (DC equal to your normal Spell Save DC). On a successful save, the creature does not take damage, but you can use this feature again on another creature within 1 minute, after which your Channel Divinity is considered spent. This feature does not allow for more than one additional such use.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and creatures part of your Blood Bond within 15 feet of you share your saving throws with one another. While within the aura, each creature with which you have forged a Blood Bond can use the saving throw modifier of one of the others for a single saving throw. You can use this feature a number of times equal to the amount of creature connected by the Blood Bond, but only once per crreature each short rest.
At 18th level, the range of this aura increases to 45 feet.
Blood Sacrifice
Starting at 15th level, you can use your own life force to heal others. As a bonus action in your turn you can replenish your Lay on Hands feature sacrificing a number of your HP up to the double your Lay on Hands maximum capacity. You regain an amount of Lay on Hands HP equal to half the amount of yopur HP spent. Additionally, you can use your Lay on Hands up to a ditance of 30 feet when used on creatures part of your Blood Bond.
Family
Starting at 20th level, as an action, you and creatures part of your Blood Bond you can see can share one of the other's peculiarities, based on the class of the selected brother or sister:
Barbarian: can use the Rage feature and all other benefits of the Path chosen by the target, as a Barbarian of 10th level; Bard: gain the Inspiration feature and all other benefits of the College chosen by the target, as a Bard of 10th level; Cleric: can use the Domain's Channel Divinity feature of the Cleric, as a Cleric of 10th level; Druid: can use the Wild Shape feature and gains the same benefits of the Circle chosen by the target, as a Druid of 10th level; Fighter: can use the Action Surge feature and gains the same benefits of the Archetype chosen by the creature, as a Fighter of 10th level; Monk: gain the Purity of Body feature and all other benefits of the Monastic Tradition chosen by the creature, as a Monk of 10th level; Paladin: gain the Oath's Channel Divinity feature of the Paladin, as a Paladin of 10th level; Ranger: gain one Fighting Style and all other benefits of the Archetype chosen by the creature, as a Ranger of 10th level; Rogue: can use the Sneak Attack feature and all other benefits of the Archetype chosen by the creature, as a Rogue of 10th level; Sorcerer: gain the Metamagic feature and all other benefits of the Sorcerous Origin chosen by the creature, as a Sorcerer of 10th level; Warlock: gain the same Pact, Invocations and all other benefits of the Patron chosen by the creature, as a Warlock of 10th level; Wizard: gain all the Arcane Tradition feature chosen by the creature, as a Wizard of 10th level;
This feature can be used once every long rest, and the effect lasts a number of minutes equal to your CHA modifier.
I can't speak much to the mechanics and balance of it all, I'm not that familiar with Paladins. However, the them of it is very "blood thicker than water" and I enjoy that aspect of it.
I am curious about the capstone feature, here, though. If I'm reading it correctly, everyone in the character selected gets the benefit of every other person under the Blood Bond. So if it were Paladin, Barbarian, Druid, and Wizard, all four would be able to gain the other three bonuses? If this is the case, that becomes rather complex to track. I think picking a couple of cool core features would be better. This would both be easier to track and give less overall power to everyone.
Even if this isn't the case and I'm reading it incorrectly, it feels like a lot to keep up with in a 20th level battle when you already have a full class to remember. Especially if you aren't normally a spellcaster, for example, and all of a sudden you were granted things from a Wizard, Warlock, Sorcerer, etc. To gain all of those features would mean you now have spell slots. So I think having just a few features to worry about would be more beneficial and perhaps make selection more meaningful As a side-thought to this, multiple classes get Extra Attack, but if only one granted it to everyone then it would be a meaningful choice.
So for example, just to pull a couple of classes I actually know something about:
[insert flavor and opening text, blah, blah, blah] ... you and your allies affected by the Blood Bond gain the following benefits based on the classes of your chosen brother or sister : Barbarian: Gain the ability to use the Rage, Reckless Attack, and Brutal Critical (1 additional weapon damage die) features Rogue: Gain the ability to use the Sneak Attack (5d6), Cunning Action, and Uncanny Dodge features Monk: Gain the ability to use the Slow Fall, Evasion, and Purity of Body features Fighter: Gain the ability to use the Action Surge (once/long rest), Extra Attack (attack twice, instead of once), and the Indomitable features
This way it makes picking the players under your Bond more meaningful, as well. The spellcasters are the hard part, though. Wizards, for example, gain all of their really cool stuff from their tradition. Sorcerers suffer from the same thing, and Warlocks are build around two branching points. Druids' big thing is wildshape, and you don't really want to give them 8th level beast shaping since that would be exactly what all non-moon druids have. With Clerics you can still, at least, give like Turn Undead and maybe a couple of "iconic" divine spells or things. So it may be better to not make it "of 10th level", but specify how each thing works and the level in which it is being gifted.
Again, I'm not too sure, as I'm not Paladin-savvy. I just know that from my perspective that capstone seems big and kind of daunting. Picking spells wouldn't be so bad if you were told how many of what. Perhaps treating a Wizard's boon like the innate spellcasting where you are granted Spell A, Spell B, Spell C all like three times a day or something. One would assume this is something you do pre-combat as a prep for battle, so jotting down a few extra notes wouldn't be too game breaking.
Sorry if all of that made little-no sense and is completely off-base.
I can't speak much to the mechanics and balance of it all, I'm not that familiar with Paladins. However, the them of it is very "blood thicker than water" and I enjoy that aspect of it.
I am curious about the capstone feature, here, though. If I'm reading it correctly, everyone in the character selected gets the benefit of every other person under the Blood Bond. So if it were Paladin, Barbarian, Druid, and Wizard, all four would be able to gain the other three bonuses? If this is the case, that becomes rather complex to track. I think picking a couple of cool core features would be better. This would both be easier to track and give less overall power to everyone.
Even if this isn't the case and I'm reading it incorrectly, it feels like a lot to keep up with in a 20th level battle when you already have a full class to remember. Especially if you aren't normally a spellcaster, for example, and all of a sudden you were granted things from a Wizard, Warlock, Sorcerer, etc. To gain all of those features would mean you now have spell slots. So I think having just a few features to worry about would be more beneficial and perhaps make selection more meaningful As a side-thought to this, multiple classes get Extra Attack, but if only one granted it to everyone then it would be a meaningful choice.
So for example, just to pull a couple of classes I actually know something about:
[insert flavor and opening text, blah, blah, blah] ... you and your allies affected by the Blood Bond gain the following benefits based on the classes of your chosen brother or sister : Barbarian: Gain the ability to use the Rage, Reckless Attack, and Brutal Critical (1 additional weapon damage die) features Rogue: Gain the ability to use the Sneak Attack (5d6), Cunning Action, and Uncanny Dodge features Monk: Gain the ability to use the Slow Fall, Evasion, and Purity of Body features Fighter: Gain the ability to use the Action Surge (once/long rest), Extra Attack (attack twice, instead of once), and the Indomitable features
This way it makes picking the players under your Bond more meaningful, as well. The spellcasters are the hard part, though. Wizards, for example, gain all of their really cool stuff from their tradition. Sorcerers suffer from the same thing, and Warlocks are build around two branching points. Druids' big thing is wildshape, and you don't really want to give them 8th level beast shaping since that would be exactly what all non-moon druids have. With Clerics you can still, at least, give like Turn Undead and maybe a couple of "iconic" divine spells or things. So it may be better to not make it "of 10th level", but specify how each thing works and the level in which it is being gifted.
Again, I'm not too sure, as I'm not Paladin-savvy. I just know that from my perspective that capstone seems big and kind of daunting. Picking spells wouldn't be so bad if you were told how many of what. Perhaps treating a Wizard's boon like the innate spellcasting where you are granted Spell A, Spell B, Spell C all like three times a day or something. One would assume this is something you do pre-combat as a prep for battle, so jotting down a few extra notes wouldn't be too game breaking.
Sorry if all of that made little-no sense and is completely off-base.
Hi Captain! o/
Thank you once more for your feedback.
I see the wording in "Family" is misleading, it was a bit hard for me to put it down as well.
The idea is each Blood Bound character chooses only ONE other Blood Bound character to take the powers from. Aside from that, one would not get everything a lvl 10 character of that class can do, but they do take an iconic feature (like the Barbarian Rage) PLUS all the features from the subclass chosen by the character (so two-three additional features).
So, even if a Fighter chooses to take the features of the Wizard, they would be useless for him as he would not get spellcasting or spell slots, but if the Fighter is an Eldritch Knight, he might still benefit from them in some form.
The "problem" comes from expanded spell lists, but then again it would be useful only for character's which already have spell slots to use them.
Does this make more sense? ^^"
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I think that makes more sense, yeah. I was thinking about how pointless it would be for a straight-up Fighter to accept the Wizard Tradition, but it seems as though it would just be a poor tactical choice to make from the Fighter. Unfortunately, I'm still unsure if it's worth anything in terms of balance - sorry I couldn't be more help on this one.
I think that makes more sense, yeah. I was thinking about how pointless it would be for a straight-up Fighter to accept the Wizard Tradition, but it seems as though it would just be a poor tactical choice to make from the Fighter. Unfortunately, I'm still unsure if it's worth anything in terms of balance - sorry I couldn't be more help on this one.
Balancing 20th level features is quite hard, imho... maybe I should just limit this to one or two iconic features from other classes, with the caveat of choosing only one of the other the Blood Bound to take these from. I'll sleep on it, I guess :P
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
OK, this one is weird...
I am not 100% sure myself that I like it, but it came out of my mind passing through my hands pretty much on its own, so I feel compelled to share it...
Oath of Brotherhood
Tenets of the Oath of Brotherhood
Sharing: You and your blood brothers and sisters are one and the same, you should not negate anything reasonable to your brothers and sisters and would expect the same of them;
Protection: Your blood brothers and sisters are the most important part of your life, you will do everything in your power to protect them;
Recognition: You are compelled to make you and your blood brothers and sisters recognized and be given the respect you deserve.
Blood bond
When you take this oath at 3rd level, you can select a number of creatures up to your CHA modifier and Create a Blood Bond with them, and they are considered a Blood Brother or Sister to you. As long as yo uare within 200 feet from one another, you all know the location of the other, unless thgeir body is disintegrated, in which case you feel the sensation of loss regardless of distance. This ritual requires 1 hour.
Should your CHA modifier increase, you can select additional creatures to forge a Blood Bond with.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blood Shield. As an action on your turn you can create a protective shield around you and each of your blood brothers and sisters. This shield lasts for one minute and grants each creature affected with a damage reduction against any kind of damage equal to your CHA modifier.
Blood Boil. As an action in your turn you can concentrate and make another creature suffer internal fire damage equal to half their Hit Dice on a failed CON save (DC equal to your normal Spell Save DC). On a successful save, the creature does not take damage, but you can use this feature again on another creature within 1 minute, after which your Channel Divinity is considered spent. This feature does not allow for more than one additional such use.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Brotherhood Spells
Aura of Unity
Starting at 7th level, you and creatures part of your Blood Bond within 15 feet of you share your saving throws with one another.
While within the aura, each creature with which you have forged a Blood Bond can use the saving throw modifier of one of the others for a single saving throw. You can use this feature a number of times equal to the amount of creature connected by the Blood Bond, but only once per crreature each short rest.
At 18th level, the range of this aura increases to 45 feet.
Blood Sacrifice
Starting at 15th level, you can use your own life force to heal others.
As a bonus action in your turn you can replenish your Lay on Hands feature sacrificing a number of your HP up to the double your Lay on Hands maximum capacity. You regain an amount of Lay on Hands HP equal to half the amount of yopur HP spent.
Additionally, you can use your Lay on Hands up to a ditance of 30 feet when used on creatures part of your Blood Bond.
Family
Starting at 20th level, as an action, you and creatures part of your Blood Bond you can see can share one of the other's peculiarities, based on the class of the selected brother or sister:
Barbarian: can use the Rage feature and all other benefits of the Path chosen by the target, as a Barbarian of 10th level;
Bard: gain the Inspiration feature and all other benefits of the College chosen by the target, as a Bard of 10th level;
Cleric: can use the Domain's Channel Divinity feature of the Cleric, as a Cleric of 10th level;
Druid: can use the Wild Shape feature and gains the same benefits of the Circle chosen by the target, as a Druid of 10th level;
Fighter: can use the Action Surge feature and gains the same benefits of the Archetype chosen by the creature, as a Fighter of 10th level;
Monk: gain the Purity of Body feature and all other benefits of the Monastic Tradition chosen by the creature, as a Monk of 10th level;
Paladin: gain the Oath's Channel Divinity feature of the Paladin, as a Paladin of 10th level;
Ranger: gain one Fighting Style and all other benefits of the Archetype chosen by the creature, as a Ranger of 10th level;
Rogue: can use the Sneak Attack feature and all other benefits of the Archetype chosen by the creature, as a Rogue of 10th level;
Sorcerer: gain the Metamagic feature and all other benefits of the Sorcerous Origin chosen by the creature, as a Sorcerer of 10th level;
Warlock: gain the same Pact, Invocations and all other benefits of the Patron chosen by the creature, as a Warlock of 10th level;
Wizard: gain all the Arcane Tradition feature chosen by the creature, as a Wizard of 10th level;
This feature can be used once every long rest, and the effect lasts a number of minutes equal to your CHA modifier.
Let me know, as always :)
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I can't speak much to the mechanics and balance of it all, I'm not that familiar with Paladins. However, the them of it is very "blood thicker than water" and I enjoy that aspect of it.
I am curious about the capstone feature, here, though. If I'm reading it correctly, everyone in the character selected gets the benefit of every other person under the Blood Bond. So if it were Paladin, Barbarian, Druid, and Wizard, all four would be able to gain the other three bonuses? If this is the case, that becomes rather complex to track. I think picking a couple of cool core features would be better. This would both be easier to track and give less overall power to everyone.
Even if this isn't the case and I'm reading it incorrectly, it feels like a lot to keep up with in a 20th level battle when you already have a full class to remember. Especially if you aren't normally a spellcaster, for example, and all of a sudden you were granted things from a Wizard, Warlock, Sorcerer, etc. To gain all of those features would mean you now have spell slots. So I think having just a few features to worry about would be more beneficial and perhaps make selection more meaningful As a side-thought to this, multiple classes get Extra Attack, but if only one granted it to everyone then it would be a meaningful choice.
So for example, just to pull a couple of classes I actually know something about:
[insert flavor and opening text, blah, blah, blah] ... you and your allies affected by the Blood Bond gain the following benefits based on the classes of your chosen brother or sister :
Barbarian: Gain the ability to use the Rage, Reckless Attack, and Brutal Critical (1 additional weapon damage die) features
Rogue: Gain the ability to use the Sneak Attack (5d6), Cunning Action, and Uncanny Dodge features
Monk: Gain the ability to use the Slow Fall, Evasion, and Purity of Body features
Fighter: Gain the ability to use the Action Surge (once/long rest), Extra Attack (attack twice, instead of once), and the Indomitable features
This way it makes picking the players under your Bond more meaningful, as well. The spellcasters are the hard part, though. Wizards, for example, gain all of their really cool stuff from their tradition. Sorcerers suffer from the same thing, and Warlocks are build around two branching points. Druids' big thing is wildshape, and you don't really want to give them 8th level beast shaping since that would be exactly what all non-moon druids have. With Clerics you can still, at least, give like Turn Undead and maybe a couple of "iconic" divine spells or things. So it may be better to not make it "of 10th level", but specify how each thing works and the level in which it is being gifted.
Again, I'm not too sure, as I'm not Paladin-savvy. I just know that from my perspective that capstone seems big and kind of daunting. Picking spells wouldn't be so bad if you were told how many of what. Perhaps treating a Wizard's boon like the innate spellcasting where you are granted Spell A, Spell B, Spell C all like three times a day or something. One would assume this is something you do pre-combat as a prep for battle, so jotting down a few extra notes wouldn't be too game breaking.
Sorry if all of that made little-no sense and is completely off-base.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I think that makes more sense, yeah. I was thinking about how pointless it would be for a straight-up Fighter to accept the Wizard Tradition, but it seems as though it would just be a poor tactical choice to make from the Fighter. Unfortunately, I'm still unsure if it's worth anything in terms of balance - sorry I couldn't be more help on this one.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
I feel that warding bond seems like an appropriate spell for the spell list, especially for a archetype based on family.
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games