This is an Oath I created for the character I was playing in a game that flatlined last night, tell me what you think.
Oath Of The Moonsword
History of the order
The Order of the Moonsword is a relatively new faction within the Church of Eilistraee.
Formed around two decades ago, the order of the Moonsword has only fifty six members, all of which are male Moon Elves, Humans, Half-Drow and Drow. Some of the Humans and Half-Drow had once been slaves who were rescued from various places in and around Waterdeep and Skullport by Darksong Knights, while others are Rangers and Fighters who came to the faith during their travels, the Moon Elf members are rangers who converted to the faith when the order established themselves in the Ardeep Forest.
The Drow members on the other hand are all former Vhaeruanite Nightshadows who converted to the faith during the time when Eilistraee took on her brothers portfolio. The former Vhaeruanites are the ones who actually can be given credit for forming the Order. Their original base of operations was the Promenade of Eilistraee but they have since expanded to have a presence in the Ardeep Forest where they have taken it upon themselves to act as guardians of the Dancing Dell
Prerequisites: Eilistraee as a Patron deity, at least 3 levels in Ranger with either the Hunter or Inquisitor Conclave archetype. Proficiency with Bastard Swords or Longswords.
Oath Spells:
3rdBless, Divine Favor
5thPrayer of Healing, Moonbeam
9thMass Healing Word, Counterspell
13th Dimension Door, Freedom Of Movement
17th Hallow, Circle Of Power
Channel Divinity:
At 3rd Level you choose one of the following two Channel Divinity Options
Turn Adversary
choose one of the following creatures: Evil Lycanthropes, Spiders, Slimes, Fiends or Undead.
Any of these creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Lay on Hands (condition reversal):
You are able to as an action use your Lay On Hands to reverse the effects of Poison and Disease. Whenever someone else is poisoned or stricken with disease you may use your Lay on Hands ability to take the save throw for them, if you pass the save the condition is not only nullified but the effects are reversed where whatever negative effects they would have received are turned into positive effects (i.e. HP damage becomes regeneration, Ability score damage becomes a bonus, etc). This ability also works on potions.
Moonbrand
At 7th level as an action you can imbue your sword (or swords) and the weapons of anyone standing within 10 feet of you with Eilistraee's Moonfire, you and eveyone else affected gains advantage on all attacks and Saves vs. Mind Effecting Spells and your weapons do 2d6+5 cold damage.
Archers Bane
AT 15th level you gain the Archers Bane ability. This ability is a reaction and has one of two effects.
The first gives anyone within 10 feet of you a +2 bonus to Ac and saves vs. Ranged attacks made with a bow or crossbow, if the attack hits the enemy making the attack must make a wisdom save or suffer the effects of a Bestow Curse spell.
The second grants you a +2 to AC and Saves vs. Ranged attacks and if the attack hits you and the attacker make a contested save the loser of the save takes all damage from the attack and has disadvantage for the rest of combat while you gain advantage .If the roll is a tie both you and the attacker each take half of the damage and both get disadvantage for 1d4 rounds.
Dark Maidens Harbinger
at 20th levelyou become an imminent threat to the enemies of your faith. All rolls made against them for any reason are made with advantage, any spell cast, attack, check or effect made against you is taken with disadvantage and any save you make to avoid taking damage is made with advantage and even upon failure you still only take half damage if the save being made is for half damage already the spell or effect is nullified and you can add whatever the half damage you would have taken to your next damage roll against that enemy (these attacks each take one HD worth of HP from you when they are manifested)
You also gain a choice of three attacks you can make against enemies of your faith.
As an action you can instantly, at will unleash nine silvery Magic Missiles each do 1d4+1 damage
Turn spells back against their casters
Your weapon or weapons become either a +3 Silver Holy Avenger (for a single sword) or two +1 Silver Frostbrands that both deal 2d8 cold damage each.
The ideas here are fun, but mechanically I would call it a good first draft.
The prerequisites are far too much.
Paladin gives proficiency in those weapons, it's silly to make the character get them outside the class.
Instead of making it require multiclassing, just make the subclass itself feel like an order started by rangers. Making a subclass require multiclassing just makes the whole thing wonky
The lvl 20 feature is unclear in what it actually does, and much too busy. I would try to get the same power level and feel with fewer moving parts.
+2 bonuses are finicky. Go for advantage.
"As a reaction when an ally is targeted with a ranged attack, you choose 1 ally within 30 feat. You cause that ally to gain Advantage on Dexterity saves against ranged attacks, or impose Disadvantage on a single attack roll per turn against that ally, until the start of your next turn. Only one ally can benefit from this ability at a time."
The second option seems unnecessary and kinda odd in play.
MoonBrand is too powerful. Adv on all attacks is too much. Give it a restriction to creature type or something. Look at the other lvl7 Auras. It needs to be in line with those.
Dont mix up channel divinity and lay on hands. Just keep it to channel divinity.
The spells don't speak to the theme, imo. This is an opportunity to make the oath feel like it was started by Drow and elf rangers. Darkness, Ensaring Strike, Hail of Thorns, Zephyr Strike, are good offense options here, and rangers has some of the best utility spells, imo. Mix in a few that cleanse, and Moonbeam, and keep freedom of movement, and you'll have a spell list that fits.
I've revised this I removed the Turn and Lay On Hands as Channel Divinity Options abilities and replaced them with the Moonbrand and Archers Bane and I made them both Auras. I also revised the Spell list.
Channel Divinity: At 3rd Level you choose one of the following two Channel Divinity Options. Both of these abilities require a short or long rest to reuse once used.
Aura of Moonbrand You and any friendly creature within 10 feet of you gains advantage on Saves vs. Illusion and Enchantment Spells for 1d4 rounds and weapons are sheathed in silvery fire doing 1d6 cold damage.
Aura of Archers Bane This ability grants you and any friendly creature within 10 feet of you a +2 bonus to AC vs. Ranged attacks made with a bow. Any enemy making a ranged attack against you or any friendly creature within 10 ft of you must make a wisdom save with the DC being your CHA Bonus +10 if the save fails the enemy suffers the effects of a Bestow Curse spell.
This is an Oath I created for the character I was playing in a game that flatlined last night, tell me what you think.
Oath Of The Moonsword
History of the order
The Order of the Moonsword is a relatively new faction within the Church of Eilistraee.
Formed around two decades ago, the order of the Moonsword has only fifty six members, all of which are male Moon Elves, Humans, Half-Drow and Drow. Some of the Humans and Half-Drow had once been slaves who were rescued from various places in and around Waterdeep and Skullport by Darksong Knights, while others are Rangers and Fighters who came to the faith during their travels, the Moon Elf members are rangers who converted to the faith when the order established themselves in the Ardeep Forest.
The Drow members on the other hand are all former Vhaeruanite Nightshadows who converted to the faith during the time when Eilistraee took on her brothers portfolio. The former Vhaeruanites are the ones who actually can be given credit for forming the Order. Their original base of operations was the Promenade of Eilistraee but they have since expanded to have a presence in the Ardeep Forest where they have taken it upon themselves to act as guardians of the Dancing Dell
Prerequisites: Eilistraee as a Patron deity, at least 3 levels in Ranger with either the Hunter or Inquisitor Conclave archetype. Proficiency with Bastard Swords or Longswords.
Oath Spells:
3rd Bless, Divine Favor
5thPrayer of Healing, Moonbeam
9th Mass Healing Word, Counterspell
13th Dimension Door, Freedom Of Movement
17th Hallow, Circle Of Power
Channel Divinity:
At 3rd Level you choose one of the following two Channel Divinity Options
Turn Adversary
choose one of the following creatures: Evil Lycanthropes, Spiders, Slimes, Fiends or Undead.
Any of these creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Lay on Hands (condition reversal):
You are able to as an action use your Lay On Hands to reverse the effects of Poison and Disease. Whenever someone else is poisoned or stricken with disease you may use your Lay on Hands ability to take the save throw for them, if you pass the save the condition is not only nullified but the effects are reversed where whatever negative effects they would have received are turned into positive effects (i.e. HP damage becomes regeneration, Ability score damage becomes a bonus, etc). This ability also works on potions.
Moonbrand
At 7th level as an action you can imbue your sword (or swords) and the weapons of anyone standing within 10 feet of you with Eilistraee's Moonfire, you and eveyone else affected gains advantage on all attacks and Saves vs. Mind Effecting Spells and your weapons do 2d6+5 cold damage.
Archers Bane
AT 15th level you gain the Archers Bane ability. This ability is a reaction and has one of two effects.
The first gives anyone within 10 feet of you a +2 bonus to Ac and saves vs. Ranged attacks made with a bow or crossbow, if the attack hits the enemy making the attack must make a wisdom save or suffer the effects of a Bestow Curse spell.
The second grants you a +2 to AC and Saves vs. Ranged attacks and if the attack hits you and the attacker make a contested save the loser of the save takes all damage from the attack and has disadvantage for the rest of combat while you gain advantage .If the roll is a tie both you and the attacker each take half of the damage and both get disadvantage for 1d4 rounds.
Dark Maidens Harbinger
at 20th level you become an imminent threat to the enemies of your faith. All rolls made against them for any reason are made with advantage, any spell cast, attack, check or effect made against you is taken with disadvantage and any save you make to avoid taking damage is made with advantage and even upon failure you still only take half damage if the save being made is for half damage already the spell or effect is nullified and you can add whatever the half damage you would have taken to your next damage roll against that enemy (these attacks each take one HD worth of HP from you when they are manifested)
You also gain a choice of three attacks you can make against enemies of your faith.
As an action you can instantly, at will unleash nine silvery Magic Missiles each do 1d4+1 damage
Turn spells back against their casters
Your weapon or weapons become either a +3 Silver Holy Avenger (for a single sword) or two +1 Silver Frostbrands that both deal 2d8 cold damage each.
The ideas here are fun, but mechanically I would call it a good first draft.
The prerequisites are far too much.
The lvl 20 feature is unclear in what it actually does, and much too busy. I would try to get the same power level and feel with fewer moving parts.
+2 bonuses are finicky. Go for advantage.
"As a reaction when an ally is targeted with a ranged attack, you choose 1 ally within 30 feat. You cause that ally to gain Advantage on Dexterity saves against ranged attacks, or impose Disadvantage on a single attack roll per turn against that ally, until the start of your next turn. Only one ally can benefit from this ability at a time."
The second option seems unnecessary and kinda odd in play.
MoonBrand is too powerful. Adv on all attacks is too much. Give it a restriction to creature type or something. Look at the other lvl7 Auras. It needs to be in line with those.
Dont mix up channel divinity and lay on hands. Just keep it to channel divinity.
The spells don't speak to the theme, imo. This is an opportunity to make the oath feel like it was started by Drow and elf rangers. Darkness, Ensaring Strike, Hail of Thorns, Zephyr Strike, are good offense options here, and rangers has some of the best utility spells, imo. Mix in a few that cleanse, and Moonbeam, and keep freedom of movement, and you'll have a spell list that fits.
Like I said, it's a good first draft.
We do bones, motherf***ker!
Hunter's mark. Anything that can cast spells and is related to rangers should get hunter's mark.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I've revised this I removed the Turn and Lay On Hands as Channel Divinity Options abilities and replaced them with the Moonbrand and Archers Bane and I made them both Auras. I also revised the Spell list.
Oath Spells:
3rd Bless, Divine Favor
5th Darkness, Moonbeam
9th Tongues, Nondetction
13th Dimension Door, Locate Creature
17th Cone Of Cold, Mislead
Channel Divinity:
At 3rd Level you choose one of the following two Channel Divinity Options. Both of these abilities require a short or long rest to reuse once used.
Aura of Moonbrand
You and any friendly creature within 10 feet of you gains advantage on Saves vs. Illusion and Enchantment Spells for 1d4 rounds and weapons are sheathed in silvery fire doing 1d6 cold damage.
Aura of Archers Bane
This ability grants you and any friendly creature within 10 feet of you a +2 bonus to AC vs. Ranged attacks made with a bow. Any enemy making a ranged attack against you or any friendly creature within 10 ft of you must make a wisdom save with the DC being your CHA Bonus +10 if the save fails the enemy suffers the effects of a Bestow Curse spell.
Now all I need are three more abilities.