I'm toying around with a paladin subclass, and I'm trying to think of a good aura. Suppose the aura (7th-level feature) granted a bonus to ability checks for friendly creatures in range. How would this ability need to scale to be balanced? Even a +1 would be pretty powerful, as I see it.
I'm toying around with a paladin subclass, and I'm trying to think of a good aura. Suppose the aura (7th-level feature) granted a bonus to ability checks for friendly creatures in range. How would this ability need to scale to be balanced? Even a +1 would be pretty powerful, as I see it.
I think that's a nice aura. Not too powerful, I'd say. Why not keep it simply at +1 until 18th level when it turns +2 at the same time with the range increase? At that level the party is basically on the brink of demigodhood anyway and such bonuses will only make things more epic, I feel. Your paladin has simply turned the Guidance spell into an aura, so:
Aura of Guidance: Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to ability checks. This bonus increases to +2 when you reach 18th level. At 18th level, the range of this aura increases to 30 feet.
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Your friendly neighborhood Halruaan Abjurer, at your service.
I'm toying around with a paladin subclass, and I'm trying to think of a good aura. Suppose the aura (7th-level feature) granted a bonus to ability checks for friendly creatures in range. How would this ability need to scale to be balanced? Even a +1 would be pretty powerful, as I see it.
I think that's a nice aura. Not too powerful, I'd say. Why not keep it simply at +1 until 18th level when it turns +2 at the same time with the range increase? At that level the party is basically on the brink of demigodhood anyway and such bonuses will only make things more epic, I feel. Your paladin has simply turned the Guidance spell into an aura, so:
Aura of Guidance: Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to ability checks. This bonus increases to +2 when you reach 18th level. At 18th level, the range of this aura increases to 30 feet.
Yeah, that's what I'm thinking too, though I might toss the whole idea away, though. My idea is that being around this type of paladin stimulates creativity. I can't think of a better way to make an aura around that. Maybe using the inspiration mechanic? Ironic, a tad.
I'm toying around with a paladin subclass, and I'm trying to think of a good aura. Suppose the aura (7th-level feature) granted a bonus to ability checks for friendly creatures in range. How would this ability need to scale to be balanced? Even a +1 would be pretty powerful, as I see it.
I think that's a nice aura. Not too powerful, I'd say. Why not keep it simply at +1 until 18th level when it turns +2 at the same time with the range increase? At that level the party is basically on the brink of demigodhood anyway and such bonuses will only make things more epic, I feel. Your paladin has simply turned the Guidance spell into an aura, so:
Aura of Guidance: Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to ability checks. This bonus increases to +2 when you reach 18th level. At 18th level, the range of this aura increases to 30 feet.
Yeah, that's what I'm thinking too, though I might toss the whole idea away, though. My idea is that being around this type of paladin stimulates creativity. I can't think of a better way to make an aura around that. Maybe using the inspiration mechanic? Ironic, a tad.
Gotcha. I personally love anything that strays from the norm, for any class. The norm for a paladin usually being a warrior who Smites :P Your idea of creative stimulus is awesome, in my opinion. Perhaps for a paladin away from the front lines. A paladin of Deneir or Oghma perhaps. Well, how about an aura that is always present, as normal, but sort of activates in specific situations? For example:
Aura of Inspiration:
Starting at 7th level, your presence stimulates the creativity and resourcefulness of those around you. You and friendly creatures within 10 feet of you gain a surge of inspiration, allowing them to think outside the box and find unique solutions to challenges. This aura encourages innovative problem-solving and imaginative thinking in both combat and non-combat situations.
Creative Inspiration: Whenever you or a friendly creature within 10 feet of you makes an Intelligence, Wisdom, or Charisma ability check to devise a plan, solve a puzzle, make an artistic creation, or employ creative thinking in some way, they can roll an additional d4 and add the result to the check.
Improvised Tactics: When a creature within the aura attempts to use an item, spell, or ability in a novel or unusual way (as determined by the DM), they gain advantage on the roll associated with that action. For example, creating a makeshift bridge or using a spell in an unconventional manner.
Expanding Ideas: At 18th level, the range of this aura increases to 30 feet. Additionally, the bonus from the Creative Inspiration increases to a d6.
I think getting to roll a dice with this aura instead of a fixed number is justified since this is a very situational bonus and not in constant demand like some other paladin auras. Again this is similar to Guidance but with its own nuances. Would this be something what you were looking for?
Gotcha. I personally love anything that strays from the norm, for any class. The norm for a paladin usually being a warrior who Smites :P Your idea of creative stimulus is awesome, in my opinion. Perhaps for a paladin away from the front lines. A paladin of Deneir or Oghma perhaps. Well, how about an aura that is always present, as normal, but sort of activates in specific situations? For example:
Aura of Inspiration:
Starting at 7th level, your presence stimulates the creativity and resourcefulness of those around you. You and friendly creatures within 10 feet of you gain a surge of inspiration, allowing them to think outside the box and find unique solutions to challenges. This aura encourages innovative problem-solving and imaginative thinking in both combat and non-combat situations.
Creative Inspiration: Whenever you or a friendly creature within 10 feet of you makes an Intelligence, Wisdom, or Charisma ability check to devise a plan, solve a puzzle, make an artistic creation, or employ creative thinking in some way, they can roll an additional d4 and add the result to the check.
Improvised Tactics: When a creature within the aura attempts to use an item, spell, or ability in a novel or unusual way (as determined by the DM), they gain advantage on the roll associated with that action. For example, creating a makeshift bridge or using a spell in an unconventional manner.
Expanding Ideas: At 18th level, the range of this aura increases to 30 feet. Additionally, the bonus from the Creative Inspiration increases to a d6.
I think getting to roll a dice with this aura instead of a fixed number is justified since this is a very situational bonus and not in constant demand like some other paladin auras. Again this is similar to Guidance but with its own nuances. Would this be something what you were looking for?
I had an idea that feels similar in spirit to what you've thought up, particularly the improvised tactics bit. What I'm tossing around right now is either creating an aura that makes inspiration easier to earn, or to expand the benefits of inspiration, so as to encourage the player to do cool things. A little metagamey, but I kinda like it.
Another alternative is to not give an aura feature (as some subclasses eschew it), and start from scratch.
I'm toying around with a paladin subclass, and I'm trying to think of a good aura. Suppose the aura (7th-level feature) granted a bonus to ability checks for friendly creatures in range. How would this ability need to scale to be balanced? Even a +1 would be pretty powerful, as I see it.
I think that's a nice aura. Not too powerful, I'd say. Why not keep it simply at +1 until 18th level when it turns +2 at the same time with the range increase? At that level the party is basically on the brink of demigodhood anyway and such bonuses will only make things more epic, I feel. Your paladin has simply turned the Guidance spell into an aura, so:
Aura of Guidance: Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to ability checks. This bonus increases to +2 when you reach 18th level. At 18th level, the range of this aura increases to 30 feet.
Your friendly neighborhood Halruaan Abjurer, at your service.
My Homebrew: | Spells | Magic Items | Subclasses
Yeah, that's what I'm thinking too, though I might toss the whole idea away, though. My idea is that being around this type of paladin stimulates creativity. I can't think of a better way to make an aura around that. Maybe using the inspiration mechanic? Ironic, a tad.
Gotcha. I personally love anything that strays from the norm, for any class. The norm for a paladin usually being a warrior who Smites :P Your idea of creative stimulus is awesome, in my opinion. Perhaps for a paladin away from the front lines. A paladin of Deneir or Oghma perhaps. Well, how about an aura that is always present, as normal, but sort of activates in specific situations? For example:
Aura of Inspiration:
Starting at 7th level, your presence stimulates the creativity and resourcefulness of those around you. You and friendly creatures within 10 feet of you gain a surge of inspiration, allowing them to think outside the box and find unique solutions to challenges. This aura encourages innovative problem-solving and imaginative thinking in both combat and non-combat situations.
Creative Inspiration: Whenever you or a friendly creature within 10 feet of you makes an Intelligence, Wisdom, or Charisma ability check to devise a plan, solve a puzzle, make an artistic creation, or employ creative thinking in some way, they can roll an additional d4 and add the result to the check.
Improvised Tactics: When a creature within the aura attempts to use an item, spell, or ability in a novel or unusual way (as determined by the DM), they gain advantage on the roll associated with that action. For example, creating a makeshift bridge or using a spell in an unconventional manner.
Expanding Ideas: At 18th level, the range of this aura increases to 30 feet. Additionally, the bonus from the Creative Inspiration increases to a d6.
I think getting to roll a dice with this aura instead of a fixed number is justified since this is a very situational bonus and not in constant demand like some other paladin auras. Again this is similar to Guidance but with its own nuances. Would this be something what you were looking for?
Your friendly neighborhood Halruaan Abjurer, at your service.
My Homebrew: | Spells | Magic Items | Subclasses
I had an idea that feels similar in spirit to what you've thought up, particularly the improvised tactics bit. What I'm tossing around right now is either creating an aura that makes inspiration easier to earn, or to expand the benefits of inspiration, so as to encourage the player to do cool things. A little metagamey, but I kinda like it.
Another alternative is to not give an aura feature (as some subclasses eschew it), and start from scratch.
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