I'm working on a Paladin subclass and, thematically, I feel that they work best with people who use great weapons. I thought about banning the shield, but I don't know if that's even mechanically possible and even so, it's not my job to dictate the way players play my subclass. If someone wants to play my subclass and not use great weapons, it's their prerogative.
That being said, I would like to encourage great weapon use as I feel it best fits the description of the subclass. Currently, my work in progress has paladins who take this subclass at level three gaining the Great Weapon Master feat. That seems like a pretty extreme boon just for picking a subclass. I could make that work by weakening them in other areas to balance it out, but that just feels sloppy and I'd rather measure out the right amount of benefit to begin with.
Here are a few options I am considering instead of giving the GWM feat at level 3:
Using Channel Divinity to grant the effects of GWM for 1 minute
Granting one of the two benefits of GWM, but not both
Adding a bonus to melee attacks with heavy weapons
Adding some kind of feature that enhances GWM if the player picks it as a feat <- This one seems a little sketchy, but maybe not
Adding some kind of feature that enhances Great Weapon Fighting if the Paladin picks that as the fighting style at level 2
Can anyone suggest some less extreme but still useful benefits I can apply at level 3 to encourage Paladins who pick this subclass to use big two-handed weapons? Or is this a fool's errand and I should stop railroading players? Is there a way to benefit those who pick great weapons without also cheating those who do not?
In subclass design, if a feature is a feat, people don't like it. I would have any weapon related channel divinities say "When you wield a weapon with two hands..."
That said, most paladin subclasses are usually tied to tenants and not weapons.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
It feels a little like you're creating a character build, as opposed to a character subclass. I would personally recommend away from pushing towards a single feat or fighting style for a full subclass.
I'm going to hijack my own thread and use it to ask for some feedback and constructive criticism of a Paladin subclass I'm building. I've been working hard to grok the concept of a balanced sacred oath and how to keep it useful, unique, and balanced.
I set up the Oath of Observation, a paladin subclass based on the idea that the search for truth in the world is a literal search. These paladins specialize in observation, detection, and location skills and spells.
I feel pretty good that I have all of their oath spells and abilities dialed in correctly for the theme, although suggestions are always welcome. The real thing I'm struggling with is balance. Especially the later level abilities. I have no idea if they are underpowered or overpowered.
The Oath of Observation, a subclass of the Paladin class. (it's unpublished. Please let me know if this link doesn't work for some reason)
No one but moderators will be able to see an unpublished piece of homebrew. You'll want to copy the contents of the page and paste them into a post. :)
There are those who believe that the answers to the mysteries of the universe are all around us if we know how to see them. Paladins who take the Oath of Observation dedicate themselves to honing their perception to the peak of their abilities through practice, hard work, and magic.
Paladins who take the Oath of Observation specialize in abilities and spells focusing on observing details in everything around them. They also study advanced detection magic to turn the tables on those who use stealth and subterfuge to get the drop on them and their allies. They also master spells that allow them to locate people, creatures, and objects--even those that may be far away and well out of sight.
Many royal courts keep such paladins on retainer, for not only are they fearsome holy warriors, they possess practical peacetime skills.
TENETS OF THE OATH OF OBSERVATION
The tenets of the Oath of Observation concern taking in everything around you in order to make an informed and accurate decision and to avoid those things that try to mislead you on your path.
Observe: Deliberate and intentional observation is critical to picking up details and noticing patterns in the world around you. Whether in combat, in commerce, or in social situations, the ability to pay close attention and make use of that which you observe will lead you to success.
Detect: Concealment and deception are your enemies and you will defeat them.Even that which obscures itself from you can be seen if you know what to look for. Through practical skills as well as divine and arcane magic, you will hone your detection abilities until nothing escapes your notice.
Locate: Anyone and anything that exists can be found if you search for it hard enough. The lost child, the stolen trinket, the misplaced key, the outlaw on the run. Once you master the techniques to locate them, you will be able to perform great assistance to people and reap wonderful rewards.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Perceptive. As an action, you invoke the power of your deity using your Channel Divinity. A glowing mystical third eye appears in your forehead and vastly expands your consciousness. For 1 minute, your perception and investigation checks are made at advantage. Furthermore, attempts to deceive you are made at disadvantage.
All-Seeing Eye. As an action, you present your holy symbol and speak a prayer of detection using your Channel Divinity. An aura extends 10 feet from you in all directions for 1 minute. Anyone and anything invisible or hidden within this aura is magically revealed to all. All illusions are also temporarily dispelled while within the aura.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 10 feet of you get advantage on initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Channel Divinity: Not if I See You First
At 15th level, your experience in combat is sufficient to read your opponents' movements and predict how they will attack you. You sometimes catch a glimpse of some incoming attacks even before they happen and you can parry them. You gain the following Channel Divinity option.
Not If I See You First. As an action, you present your holy symbol and invoke your Channel Divinity to request foresight from deity. As a reaction, you can add your perception to your armor class against one melee attack that would hit you for 1 minute. To do so, you must see the attacker and you must be wielding a melee weapon. Additionally, you cannot be surprised during this time.
Truesight
At 20th level, your consciousness has expanded to the point where you perceive far more than most mortals ever will. You have Truesight.
I think that this is potentially a really interesting subclass, and there is a real effort here to link the storytelling and the mechanics. I could also imagine some really interesting roleplaying opportunities, particularly considering the gods' practice of giving ambivalent or hidden messages. If a god comes this Paladin in disguise, is he grateful or enraged? I also think that this escapes a bit of the westernized stereotype of paladin, which is another plus. The only really big change I would make would be turn the All Seeing Eye from an automatic destruction of illusion magic to a save of some type. It seems to me to be a really powerful effect, and will give players and DMs who want to use illusion and hiding at least a chance to utilize them. Still, I think there is a lot of potential here.
You know, the illusion bit was kind of an afterthought. The intention behind the all-seeing eye was specifically to expose invisible and hidden creatures. I can see how seeing through illusions automatically could cause problems. My feeling is that rather than making it a saving throw, I would be satisfied simply scrapping that aspect and leave it with the hidden/invisible part.
Is there a range on the truesight? Most paladin subclasses give an omnibus of a feature at 20th level, typically a transformation, and truesight falls short of that.
I would scrap Not If I See You First and give the class truesight at that level instead. If you really like Not If I See you First, I would put it as a 20th level feature along with something else.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm thinking the range is 60' on truesight. I understand what you mean about paladins getting a big kicker at level 20 and truesight is just kind of blah by comparison. But at the same time, it's really powerful for what it is, so I don't know if I should just turn it on like a switch at level 15. Maybe I'm treating it as a bigger deal than it really is. Does permanent truesight at level 15 seem appropriate? If not, then maybe 1 minute of it per short/long rest? That seems a little skimpy.
As for Not If I See You First, it's one of the few combat-related abilities this subclass gets. I can see why you might think it should go to level 20 along with a yet-to-be-developed ability. I do enjoy having it around. One of the things I noticed is that since it adds perception to armor class, that means paladins would need proficiency in perception to take big advantage of it. And with the exception of a few backgrounds, paladins are not likely to have proficiency at perception. Thematically, I think perception is the right choice so I'd rather keep using that. I'm wondering if level 7's ability should also include proficiency at perception. Do you feel that is an appropriate boost and that level 7 is a good time to add it? Maybe if I nerf truesight a little at level 15, I could add in the perception proficiency there.
Or I could scrap it and go a completely different direction. But I really do like it :)
Now I'm trying to imagine a kind of transformation that would be congruous with the theme of the Oath of Observation. Maybe something with a Ki-Rin (or Erinyes if the paladin is evil)? I definitely need to think on this.
EDIT: Whoops, I meant for inspiration, not literally turning into a monster
The transformation seems more metaphorical than an actual D&D creature, and seems go give two-three benefits. I kind of see you transforming into the true "all seeing Eye" with the proverbial third eye in the forehead. Hindu or Illuminati imagery (or Guillermo Del Toro) may provide some good visuals
I'm gonna workshop this a bit. Here's what's on my mind right now. This is a work in progress.
---
At level 20, you have mastered the skills of aligning your metaphysical energy with your mind and your body. As a paragon of your order, your deity looks favorably upon you and has granted you a mystical transformation into an avatar of enlightenment.
Using your action, you slip into a meditative state and gain the following benefits for 1 minute:
You sometimes catch a glimpse of an incoming attack even before it happens, and you can attempt to parry it. You may use your reaction to add your perception to your armor class against one melee attack that would hit you. To do this, you must see the attacker and you must be wielding a melee weapon. Additionally, you cannot be surprised during this time.
Your spiritual aura manifests itself as a pair of translucent ethereal wings growing from your back. You have a fly speed of 60 ft.
You walk the boundary between the material and ethereal planes. You may turn corporeal or incorporeal at will.
Your third eye blinks open and expands your comprehension. You can write, speak, and understand all languages and have telepathy up to 120 ft
You have expertise in investigation and perception and you have advantage on wisdom saving throws
Your divine awareness knows instantly if you hear a lie.
Once you use this feature, you can’t use it again until you finish a long rest.
---
The first bullet point is Not If I See You First, which I'm personally a big fan of, so my gut is telling me to keep it. Aside from that, I was thinking perhaps two of the other bullet points would make the final cut. The wings are handy, but kind of played out from a story standpoint. I like the incorporeal thing a little better. Maybe I'll combine the two. Language comprehension and telepathy are kind of cool, but probably more of a flavor thing. Divine awareness is something I cribbed directly from a feature of several of the celestial creatures.
I think I have decided what I want to do for level 20. Now I have a practical question. I have added all the features, but that are "always on" at level 20. Is there a way i can set them up so that they are only on when the player turns on his level 20 ability?
Looking at the bullet points you have, I'm unenthusiastic about the fly speed, if you're going to cut something, it's that and the lie detection.
It might be easier to split the first ability into two parts that can be constant for the Avatar, 1. You can't be surprised, 2. You add your perception modifier to your AC.
The at will incorporeal nature could get messing quickly. Does it take an action, bonus action, or reaction? As it is written currently, I could pass into the ethereal plane and then back into the material plane to miss an attack.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I really appreciate the feedback. It's funny, though. Twice now there have been things that I was worried were too powerful (truesight and 60' fly speed) so I quietly cut them back only to have you mention that they seem kind of underwhelming. I must be gun shy about turning up the power. I also appreciate the fact that I'll write something that makes perfect sense to me and you'll come back and point out that I didn't write it in a way that makes as much sense to other people who read it. This is exactly the kind of constructive criticism I have been looking for when polishing my subclass.
However, I also feel that these things I am clamping onto the level 20 transformation are more out of an attempt to buff characters in general than they are an extension of the theme of the subclass. With that in mind, I'm leaning more toward ditching the flying and the incorporeal aspects altogether and replace them with powers and abilities that tie back into the core tenets of the oath, which are observation, detection, and location. Here's where I'm at right now. Tomorrow, things may change again.
At level 20, you have mastered the skills of aligning your metaphysical energy with your mind and your body. As a paragon of your order, your deity looks favorably upon you and has granted you a mystical transformation into an avatar of enlightenment.
Using your action, you slip into a meditative state and gain the following benefits for 1 minute:
Careful observation reveals all immunities, resistances, and vulnerabilities your enemy has. The DM may tell you publicly or privately as the situation warrants.
You probe deep into your enemy’s mind and detect its worst fears. As an action, you may attempt intimidation against your enemy with advantage. If successful, they become frightened of you for 1 minute. If you fail, you may try again as an action.
You sometimes glimpse the location of an incoming attack even before it happens, and you can attempt to parry it. You may use your reaction to add your perception to your armor class against one melee attack that would hit you. To do this, you must see the attacker and you must be wielding a melee weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
I think when building this ability out it's important to keep in mind that it the 20TH LEVEL ability. It's not just the subclass capstone, it's the class capstone. When paladins are picking up this feature, barbarians are suddenly much stronger, wizards are casting high level spells multiple times a day, warlocks are regaining their spell slots in a minute! My feeling is go big or go home, it's easier to tone something down than to try to make something more powerful.
I think you should keep the languages and telepathy and perhaps the advantage on wisdom saving throws.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank you everyone for your input. I think I have settled on what I want to do with this subclass. If you're curious where I ended up, or if you'd like to help me one last time, would you please look over my summary before I publish it and let me know if you see anything that raises questions or that just doesn't make much sense the way I described it?
There are those who believe that the answers to the mysteries of the universe are all around us if we understand how to see them. Paladins who take the Oath of Observation dedicate themselves to honing their awareness through practice, focus, and magic.
Paladins who follow this path enhance their abilities and spells toward observing hidden details in the world that surrounds them. They also study advanced detection magic to turn the tables on enemies who would use stealth and subterfuge to get the drop on them and their allies. They master spells that allow them to locate people, creatures, and objects--even those that may be far away and well out of sight. One cannot attain total enlightenment unless one trains to perceive all that is. This is the goal that paladins of the Oath of Observation pledge their lives to the pursuit of.
Many royal courts keep such paladins on retainer. They are not only fearsome holy warriors with an uncanny knack for sensing and directing the outcomes of conflict, but they also possess practical peacetime skills in areas of negotiation, commerce and the location of people and objects.
TENETS OF THE OATH OF OBSERVATION
The tenets of the Oath of Observation concern seeking awareness of everything around you in order to make an informed and accurate decision and to avoid those things that try to mislead you on your path.
Observe: Hone your perception and insight. Deliberate and intentional observation is critical to picking up details and noticing patterns in the world around you. Whether in combat, in trade, or in social situations, the ability to pay close attention and make use of that which you observe will lead you to success.
Detect: Concealment and deception are your enemies and you will defeat them.Even that which obscures itself from you can be seen when you know what to look for. Through practical skills as well as divine and arcane magic, you train your detection abilities until nothing escapes your notice.
Locate: Anyone and anything that exists on this plane or elsewhere can be found if you search hard enough. The lost child, the stolen trinket, the misplaced key, the outlaw on the run. Once you master the techniques to locate them, you will be able to perform great assistance to people and reap wonderful rewards.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Awakened Awareness. As an action, you invoke the power of your deity using your Channel Divinity. A glowing mystical third eye appears in your forehead and vastly expands your consciousness. For 1 minute, your perception and investigation checks are made at advantage. Furthermore, deception checks against you are made at disadvantage.
Light of Truth. Just as our true nature is hidden the way a cloud-covered moon is hidden, when the clouds disperse, everything is illuminated and the truth is laid bare. As an action, you present your holy symbol and speak a prayer of detection using your Channel Divinity. An aura extends 10 feet from you in all directions for 1 minute. Anyone and anything invisible or hidden within this aura is magically revealed to all. At 18th level, the range of this aura increases to 30 feet.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you have begun to attain harmony between your mind, body, and soul. As such, your awareness of things around you is heightened. You and friendly creatures within 10 feet of you get advantage on initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
The Third Eye
At 15th level, your awareness has expanded to the point where you perceive far more than most mortals ever will. You have truesight to 60'.
Avatar of Enlightenment
At level 20, you have mastered the skills of aligning your metaphysical energy with your mind and your body. As a paragon of your order, your deity looks favorably upon you and has transformed you into an avatar of enlightenment, granting your the following aspects:
Your expanded consciousness gives you expertise in insight and perception and you have advantage on wisdom saving throws.
Once per long rest as an action, you may open your third eye to observe in supernatural detail an enemy you can see. This reveals all immunities, resistances, and vulnerabilities your enemy has. The DM may tell you publicly or privately as the situation warrants.
As an action, you probe deep into your enemy’s mind and detect its worst fears. You may attempt intimidation against your enemy with advantage. If successful, they become frightened of you for 1 minute. Otherwise, they become immune to your intimidation.
You sometimes glimpse the location of an incoming attack even before it happens, and you can attempt to parry it. You may use your reaction to add your perception to your armor class against one melee attack that would hit you. To do this, you must see the attacker and you must be wielding a melee weapon.
I used the spoiler tag so that I don't smash you with a wall of text.
EDIT: vvv I'm not in any hurry to publish it. If you have some thoughts, I'm happy to wait until you have time to compose them.
A lot of good things here. I would only make the following two suggestions
1) at Level 7, I would add that hide checks within 30-40 feet of the paladin are made at disadvantage
2) at Level 20, I think that I would add ability that I think I remember from 3.5 that would allow you to some number of times per long rest (maybe 3?) preempt an opponent's attack as long as you are in melee with it, with a hit from you causing the attack to not occur. Comes from the idea that you see so perfectly that you can anticipate your enemy's moves.
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Fenchurch, Gnome Wizard, Red Skies in Mourning
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I'm working on a Paladin subclass and, thematically, I feel that they work best with people who use great weapons. I thought about banning the shield, but I don't know if that's even mechanically possible and even so, it's not my job to dictate the way players play my subclass. If someone wants to play my subclass and not use great weapons, it's their prerogative.
That being said, I would like to encourage great weapon use as I feel it best fits the description of the subclass. Currently, my work in progress has paladins who take this subclass at level three gaining the Great Weapon Master feat. That seems like a pretty extreme boon just for picking a subclass. I could make that work by weakening them in other areas to balance it out, but that just feels sloppy and I'd rather measure out the right amount of benefit to begin with.
Here are a few options I am considering instead of giving the GWM feat at level 3:
Can anyone suggest some less extreme but still useful benefits I can apply at level 3 to encourage Paladins who pick this subclass to use big two-handed weapons? Or is this a fool's errand and I should stop railroading players? Is there a way to benefit those who pick great weapons without also cheating those who do not?
"Not all those who wander are lost"
In subclass design, if a feature is a feat, people don't like it. I would have any weapon related channel divinities say "When you wield a weapon with two hands..."
That said, most paladin subclasses are usually tied to tenants and not weapons.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
It feels a little like you're creating a character build, as opposed to a character subclass. I would personally recommend away from pushing towards a single feat or fighting style for a full subclass.
You're telling me what I already suspected. I just needed to hear it from someone else.
"Not all those who wander are lost"
I'm going to hijack my own thread and use it to ask for some feedback and constructive criticism of a Paladin subclass I'm building. I've been working hard to grok the concept of a balanced sacred oath and how to keep it useful, unique, and balanced.
I set up the Oath of Observation, a paladin subclass based on the idea that the search for truth in the world is a literal search. These paladins specialize in observation, detection, and location skills and spells.
I feel pretty good that I have all of their oath spells and abilities dialed in correctly for the theme, although suggestions are always welcome. The real thing I'm struggling with is balance. Especially the later level abilities. I have no idea if they are underpowered or overpowered.
The Oath of Observation, a subclass of the Paladin class. (it's unpublished. Please let me know if this link doesn't work for some reason)
"Not all those who wander are lost"
No one but moderators will be able to see an unpublished piece of homebrew. You'll want to copy the contents of the page and paste them into a post. :)
I'm off to a great start! :)
----------
There are those who believe that the answers to the mysteries of the universe are all around us if we know how to see them. Paladins who take the Oath of Observation dedicate themselves to honing their perception to the peak of their abilities through practice, hard work, and magic.
Paladins who take the Oath of Observation specialize in abilities and spells focusing on observing details in everything around them. They also study advanced detection magic to turn the tables on those who use stealth and subterfuge to get the drop on them and their allies. They also master spells that allow them to locate people, creatures, and objects--even those that may be far away and well out of sight.
Many royal courts keep such paladins on retainer, for not only are they fearsome holy warriors, they possess practical peacetime skills.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Perceptive. As an action, you invoke the power of your deity using your Channel Divinity. A glowing mystical third eye appears in your forehead and vastly expands your consciousness. For 1 minute, your perception and investigation checks are made at advantage. Furthermore, attempts to deceive you are made at disadvantage.
All-Seeing Eye. As an action, you present your holy symbol and speak a prayer of detection using your Channel Divinity. An aura extends 10 feet from you in all directions for 1 minute. Anyone and anything invisible or hidden within this aura is magically revealed to all. All illusions are also temporarily dispelled while within the aura.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Observation Spells
PALADIN LEVEL
SPELLS
3rd
comprehend languages, identify
5th
darkvision, see invisibility
9th
clairvoyance, tongues
13th
arcane eye, locate creature
17th
legend lore, scrying
Aura of Readiness
Starting at 7th level, you and friendly creatures within 10 feet of you get advantage on initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
Channel Divinity: Not if I See You First
At 15th level, your experience in combat is sufficient to read your opponents' movements and predict how they will attack you. You sometimes catch a glimpse of some incoming attacks even before they happen and you can parry them. You gain the following Channel Divinity option.
Not If I See You First. As an action, you present your holy symbol and invoke your Channel Divinity to request foresight from deity. As a reaction, you can add your perception to your armor class against one melee attack that would hit you for 1 minute. To do so, you must see the attacker and you must be wielding a melee weapon. Additionally, you cannot be surprised during this time.
Truesight
At 20th level, your consciousness has expanded to the point where you perceive far more than most mortals ever will. You have Truesight.
"Not all those who wander are lost"
I think that this is potentially a really interesting subclass, and there is a real effort here to link the storytelling and the mechanics. I could also imagine some really interesting roleplaying opportunities, particularly considering the gods' practice of giving ambivalent or hidden messages. If a god comes this Paladin in disguise, is he grateful or enraged? I also think that this escapes a bit of the westernized stereotype of paladin, which is another plus. The only really big change I would make would be turn the All Seeing Eye from an automatic destruction of illusion magic to a save of some type. It seems to me to be a really powerful effect, and will give players and DMs who want to use illusion and hiding at least a chance to utilize them. Still, I think there is a lot of potential here.
Fenchurch, Gnome Wizard, Red Skies in Mourning
You know, the illusion bit was kind of an afterthought. The intention behind the all-seeing eye was specifically to expose invisible and hidden creatures. I can see how seeing through illusions automatically could cause problems. My feeling is that rather than making it a saving throw, I would be satisfied simply scrapping that aspect and leave it with the hidden/invisible part.
"Not all those who wander are lost"
Is there a range on the truesight? Most paladin subclasses give an omnibus of a feature at 20th level, typically a transformation, and truesight falls short of that.
I would scrap Not If I See You First and give the class truesight at that level instead. If you really like Not If I See you First, I would put it as a 20th level feature along with something else.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I'm thinking the range is 60' on truesight. I understand what you mean about paladins getting a big kicker at level 20 and truesight is just kind of blah by comparison. But at the same time, it's really powerful for what it is, so I don't know if I should just turn it on like a switch at level 15. Maybe I'm treating it as a bigger deal than it really is. Does permanent truesight at level 15 seem appropriate? If not, then maybe 1 minute of it per short/long rest? That seems a little skimpy.
As for Not If I See You First, it's one of the few combat-related abilities this subclass gets. I can see why you might think it should go to level 20 along with a yet-to-be-developed ability. I do enjoy having it around. One of the things I noticed is that since it adds perception to armor class, that means paladins would need proficiency in perception to take big advantage of it. And with the exception of a few backgrounds, paladins are not likely to have proficiency at perception. Thematically, I think perception is the right choice so I'd rather keep using that. I'm wondering if level 7's ability should also include proficiency at perception. Do you feel that is an appropriate boost and that level 7 is a good time to add it? Maybe if I nerf truesight a little at level 15, I could add in the perception proficiency there.
Or I could scrap it and go a completely different direction. But I really do like it :)
Now I'm trying to imagine a kind of transformation that would be congruous with the theme of the Oath of Observation. Maybe something with a Ki-Rin (or Erinyes if the paladin is evil)? I definitely need to think on this.
EDIT: Whoops, I meant for inspiration, not literally turning into a monster
"Not all those who wander are lost"
The transformation seems more metaphorical than an actual D&D creature, and seems go give two-three benefits. I kind of see you transforming into the true "all seeing Eye" with the proverbial third eye in the forehead. Hindu or Illuminati imagery (or Guillermo Del Toro) may provide some good visuals
Fenchurch, Gnome Wizard, Red Skies in Mourning
I'm gonna workshop this a bit. Here's what's on my mind right now. This is a work in progress.
---
At level 20, you have mastered the skills of aligning your metaphysical energy with your mind and your body. As a paragon of your order, your deity looks favorably upon you and has granted you a mystical transformation into an avatar of enlightenment.
Using your action, you slip into a meditative state and gain the following benefits for 1 minute:
Once you use this feature, you can’t use it again until you finish a long rest.
---
The first bullet point is Not If I See You First, which I'm personally a big fan of, so my gut is telling me to keep it. Aside from that, I was thinking perhaps two of the other bullet points would make the final cut. The wings are handy, but kind of played out from a story standpoint. I like the incorporeal thing a little better. Maybe I'll combine the two. Language comprehension and telepathy are kind of cool, but probably more of a flavor thing. Divine awareness is something I cribbed directly from a feature of several of the celestial creatures.
"Not all those who wander are lost"
I think I have decided what I want to do for level 20. Now I have a practical question. I have added all the features, but that are "always on" at level 20. Is there a way i can set them up so that they are only on when the player turns on his level 20 ability?
"Not all those who wander are lost"
The simple answer is no.
Looking at the bullet points you have, I'm unenthusiastic about the fly speed, if you're going to cut something, it's that and the lie detection.
It might be easier to split the first ability into two parts that can be constant for the Avatar, 1. You can't be surprised, 2. You add your perception modifier to your AC.
The at will incorporeal nature could get messing quickly. Does it take an action, bonus action, or reaction? As it is written currently, I could pass into the ethereal plane and then back into the material plane to miss an attack.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I really appreciate the feedback. It's funny, though. Twice now there have been things that I was worried were too powerful (truesight and 60' fly speed) so I quietly cut them back only to have you mention that they seem kind of underwhelming. I must be gun shy about turning up the power. I also appreciate the fact that I'll write something that makes perfect sense to me and you'll come back and point out that I didn't write it in a way that makes as much sense to other people who read it. This is exactly the kind of constructive criticism I have been looking for when polishing my subclass.
However, I also feel that these things I am clamping onto the level 20 transformation are more out of an attempt to buff characters in general than they are an extension of the theme of the subclass. With that in mind, I'm leaning more toward ditching the flying and the incorporeal aspects altogether and replace them with powers and abilities that tie back into the core tenets of the oath, which are observation, detection, and location. Here's where I'm at right now. Tomorrow, things may change again.
"Not all those who wander are lost"
I think when building this ability out it's important to keep in mind that it the 20TH LEVEL ability. It's not just the subclass capstone, it's the class capstone. When paladins are picking up this feature, barbarians are suddenly much stronger, wizards are casting high level spells multiple times a day, warlocks are regaining their spell slots in a minute! My feeling is go big or go home, it's easier to tone something down than to try to make something more powerful.
I think you should keep the languages and telepathy and perhaps the advantage on wisdom saving throws.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Thank you everyone for your input. I think I have settled on what I want to do with this subclass. If you're curious where I ended up, or if you'd like to help me one last time, would you please look over my summary before I publish it and let me know if you see anything that raises questions or that just doesn't make much sense the way I described it?
There are those who believe that the answers to the mysteries of the universe are all around us if we understand how to see them. Paladins who take the Oath of Observation dedicate themselves to honing their awareness through practice, focus, and magic.
Paladins who follow this path enhance their abilities and spells toward observing hidden details in the world that surrounds them. They also study advanced detection magic to turn the tables on enemies who would use stealth and subterfuge to get the drop on them and their allies. They master spells that allow them to locate people, creatures, and objects--even those that may be far away and well out of sight. One cannot attain total enlightenment unless one trains to perceive all that is. This is the goal that paladins of the Oath of Observation pledge their lives to the pursuit of.
Many royal courts keep such paladins on retainer. They are not only fearsome holy warriors with an uncanny knack for sensing and directing the outcomes of conflict, but they also possess practical peacetime skills in areas of negotiation, commerce and the location of people and objects.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Awakened Awareness. As an action, you invoke the power of your deity using your Channel Divinity. A glowing mystical third eye appears in your forehead and vastly expands your consciousness. For 1 minute, your perception and investigation checks are made at advantage. Furthermore, deception checks against you are made at disadvantage.
Light of Truth. Just as our true nature is hidden the way a cloud-covered moon is hidden, when the clouds disperse, everything is illuminated and the truth is laid bare. As an action, you present your holy symbol and speak a prayer of detection using your Channel Divinity. An aura extends 10 feet from you in all directions for 1 minute. Anyone and anything invisible or hidden within this aura is magically revealed to all. At 18th level, the range of this aura increases to 30 feet.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Observation Spells
PALADIN LEVEL
SPELLS
3rd
comprehend languages, identify
5th
darkvision, see invisibility
9th
clairvoyance, tongues
13th
arcane eye, locate creature
17th
legend lore, scrying
Aura of Readiness
Starting at 7th level, you have begun to attain harmony between your mind, body, and soul. As such, your awareness of things around you is heightened. You and friendly creatures within 10 feet of you get advantage on initiative rolls.
At 18th level, the range of this aura increases to 30 feet.
The Third Eye
At 15th level, your awareness has expanded to the point where you perceive far more than most mortals ever will. You have truesight to 60'.
Avatar of Enlightenment
At level 20, you have mastered the skills of aligning your metaphysical energy with your mind and your body. As a paragon of your order, your deity looks favorably upon you and has transformed you into an avatar of enlightenment, granting your the following aspects:
I used the spoiler tag so that I don't smash you with a wall of text.
EDIT: vvv I'm not in any hurry to publish it. If you have some thoughts, I'm happy to wait until you have time to compose them.
"Not all those who wander are lost"
I'd love to help, but it will take me a couple days. Can I write tomorrow?
Fenchurch, Gnome Wizard, Red Skies in Mourning
A lot of good things here. I would only make the following two suggestions
1) at Level 7, I would add that hide checks within 30-40 feet of the paladin are made at disadvantage
2) at Level 20, I think that I would add ability that I think I remember from 3.5 that would allow you to some number of times per long rest (maybe 3?) preempt an opponent's attack as long as you are in melee with it, with a hit from you causing the attack to not occur. Comes from the idea that you see so perfectly that you can anticipate your enemy's moves.
Fenchurch, Gnome Wizard, Red Skies in Mourning