I really like the idea of Oath of the Crown, so I attempted to buff it, and wanted to ask the people of D&D Beyond whether or not it's balanced.
Channel divinity:
Champion Challenge
30ft challenge, WIS save, they cannot move more then 15ft away from me. If I end my turn more than 30 ft away from a challenged person, the effect ends on them.
Turn the Tide
1d6+paladin level healing on every ally that can hear me, only affects bloodied.
Aura:
Turn into same as Oath of Redemption:
10ft take damage for ally, increases to 30ft at
level 18
Level 15 feature:
Change to regain 1d6+half paladin level hit points if bloodied at end of turn during combat (stolen from Oath of Redemption)
Level 20 feature:
restiance to magical AND non magical weapon damage, allies and YOURSELF have advantage on death saves, and you and allies have advantage on WIS saves
Inherently the subclass will not be balanced if all you're doing is tweaking each class feature to make it slightly better. That being said:
Champion's Challenge would be Very strong with the 15' limit. Turn the Tide without the 30' range limit won't be game breaking, but it will definitely begin to overtune this paladin.
"Subbing in" better subclass features from a different Paladin for both the aura and the 15th level feature will again make you imbalanced.
Resistance to magical weapons at 20th level is fine, you should be feeling strong by that point anyway. The only thing here is that the transformation ends if you're incapacitated or die. If you're making death saving throws, that means you're incapacitated. So even if the advantage to death saves applied to you, it'd be a moot point because it would never be able to apply to you in reality.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Would a 20ft challenge and 20ft movement restriction make it a bit more balanced?
30ft range was an unintentional edit.
I feel like since the abilities are at the same level, they won't be a huge power difference, and the ones he has really are terrible. Also, paladin is the best class to do this with, as others often have early level abilities that require weaker abilities further on in the subclass. (School of Divination)
I forgot that or ends when you fall unconscious, another thing to fix.
Rollback Post to RevisionRollBack
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I really like the idea of Oath of the Crown, so I attempted to buff it, and wanted to ask the people of D&D Beyond whether or not it's balanced.
Channel divinity:
Champion Challenge
30ft challenge, WIS save, they cannot move more then 15ft away from me. If I end my turn more than 30 ft away from a challenged person, the effect ends on them.
Turn the Tide
1d6+paladin level healing on every ally that can hear me, only affects bloodied.
Aura:
Turn into same as Oath of Redemption:
10ft take damage for ally, increases to 30ft at
level 18
Level 15 feature:
Change to regain 1d6+half paladin level hit points if bloodied at end of turn during combat (stolen from Oath of Redemption)
Level 20 feature:
restiance to magical AND non magical weapon damage, allies and YOURSELF have advantage on death saves, and you and allies have advantage on WIS saves
Inherently the subclass will not be balanced if all you're doing is tweaking each class feature to make it slightly better. That being said:
Champion's Challenge would be Very strong with the 15' limit. Turn the Tide without the 30' range limit won't be game breaking, but it will definitely begin to overtune this paladin.
"Subbing in" better subclass features from a different Paladin for both the aura and the 15th level feature will again make you imbalanced.
Resistance to magical weapons at 20th level is fine, you should be feeling strong by that point anyway. The only thing here is that the transformation ends if you're incapacitated or die. If you're making death saving throws, that means you're incapacitated. So even if the advantage to death saves applied to you, it'd be a moot point because it would never be able to apply to you in reality.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Would a 20ft challenge and 20ft movement restriction make it a bit more balanced?
30ft range was an unintentional edit.
I feel like since the abilities are at the same level, they won't be a huge power difference, and the ones he has really are terrible. Also, paladin is the best class to do this with, as others often have early level abilities that require weaker abilities further on in the subclass. (School of Divination)
I forgot that or ends when you fall unconscious, another thing to fix.