Hello, I have had something I've been somewhat confused by. I have made a subclass for paladins called the Oath of Nature. I have given it the following abilities:
As an Oath of Nature Paladin, you gain oath spells at the paladin levels listed.
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Nature's Wrath. As an action, you call upon nature with your channel divinity, causing thick roots to manifest over the ground to entangle your opponents. Target an amount of creatures up to your proficiency bonus within 30 feet of you, each creature you target must make a Strength saving throw. On a failed save the creature becomes restrained. On a succesful save the creatures take no damage and are not restrained. Restrained creatures are entangled in roots that prevent them from moving or taking actions. The roots can be attacked to free a creature and have 10 hit points each. At the start of an entangled creature's turn it can make a Strength saving throw to free itself. This counts as a concentration spell and lasts up to 1 minute.
Rootsinger. As a bonus action, you grow roots around your weapon, shield and body. For the duration of 1 minute, you gain +1 AC and your weapon is magical, dealing bludgeoning damage and gain an additional 5 foot reach. When you hit on an attack with these weapons the target creature must make a Strength saving throw or be pulled to within 5 feet of you as roots pull the target towards you.
Aura of the Forest
Starting at 7th level, roots naturally form where you walk. For any hostile creature within 10 feet of you, the ground counts as difficult terrain. And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.
At 18th level, the range of this aura increases to 30 feet.
Roots of Protection
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, your body gets encased in protective roots. Creatures have disadvantage against attacking you while downed and you have advantage on death saving throws. When you get brought back to consciousness the roots will bring you back to a standing position.
Avatar of Nature
At 20th level, nature becomes your ally when you are in need. You can use your action and gain the following benefits for 10 minutes:
Your allies gain 10 feet movement speed and don't trigger opportunity attacks while within 30 feet of you.
At the start of each ally's turn, if they are within 30 feet of they gain 5 temporary hit points.
This effect ends early if you die. Once you use this feature, you can’t use it again until you finish a long rest.
Now, this subclass is something I have worked on, generally when I make a subclass I use a template from another subclass to work on it. In this case I have used the Oath of the Crown subclass. Including spells and EACH ability I have made it completely different from the Oath of the Crown but I still get the following message:
This Subclass cannot be shared with the community for the following reasons:
Oath of Nature is currently too similar to Oath of the Crown to share with the community.
Remember, private homebrew is automatically shared with other users in your campaigns and does not need to be shared with the community for players to access.
How do I fix this? I can not see where it is too similar in the abilities or spells.
Hello, I have had something I've been somewhat confused by. I have made a subclass for paladins called the Oath of Nature. I have given it the following abilities:
As an Oath of Nature Paladin, you gain oath spells at the paladin levels listed.
Oath of Nature Spells
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Nature's Wrath. As an action, you call upon nature with your channel divinity, causing thick roots to manifest over the ground to entangle your opponents. Target an amount of creatures up to your proficiency bonus within 30 feet of you, each creature you target must make a Strength saving throw. On a failed save the creature becomes restrained. On a succesful save the creatures take no damage and are not restrained. Restrained creatures are entangled in roots that prevent them from moving or taking actions. The roots can be attacked to free a creature and have 10 hit points each. At the start of an entangled creature's turn it can make a Strength saving throw to free itself. This counts as a concentration spell and lasts up to 1 minute.
Rootsinger. As a bonus action, you grow roots around your weapon, shield and body. For the duration of 1 minute, you gain +1 AC and your weapon is magical, dealing bludgeoning damage and gain an additional 5 foot reach. When you hit on an attack with these weapons the target creature must make a Strength saving throw or be pulled to within 5 feet of you as roots pull the target towards you.
Aura of the Forest
Starting at 7th level, roots naturally form where you walk. For any hostile creature within 10 feet of you, the ground counts as difficult terrain. And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.
At 18th level, the range of this aura increases to 30 feet.
Roots of Protection
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, your body gets encased in protective roots. Creatures have disadvantage against attacking you while downed and you have advantage on death saving throws. When you get brought back to consciousness the roots will bring you back to a standing position.
Avatar of Nature
At 20th level, nature becomes your ally when you are in need. You can use your action and gain the following benefits for 10 minutes:
This effect ends early if you die. Once you use this feature, you can’t use it again until you finish a long rest.
Now, this subclass is something I have worked on, generally when I make a subclass I use a template from another subclass to work on it. In this case I have used the Oath of the Crown subclass. Including spells and EACH ability I have made it completely different from the Oath of the Crown but I still get the following message:
How do I fix this? I can not see where it is too similar in the abilities or spells.
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
Please see the General FAQ #Ω: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
Creating Epic Boons on DDB
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This has helped me a lot, I was not aware that the Save Changes on the main page was needed to update it entirely. Thanks!
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
Happy to help.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting