I haven't done a paladin subclass before, and was just wanting to know others' opinion on who this subclass is going. I understand that there are places that need to be reworded for the sake of grammar, but I'm primarily looking for how thematic is the Oath spell list, is the class itself balanced and what else needs to be reword, added or removed. I know it has a lot of magical defenses, which is intented, but not sure if I went too far with it or if it's fine. So to give a short summary about this class, is that this paladin oath is all about control and magic suppression (it's basically just a dnd version of the dragon age templars), it could be seen as someone who is sent to prevent disaster's caused by casters, to dispatch of cults, and liches, but could also be type of solider in armies that are used to eliminate enemy casters. Well, let me know what you think.
Channel Divinity
Arcane Dampening. You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you, is hit by a magical effect, you can use your reaction to half the damage of a spell or other magical effects.
Seal Magic. You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells of any level. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.
Beginning at 7th level, an aura emanates from you that reduces the impact from arcane effects. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Arcane Renewal
Starting at 15th level, when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell. You heal yourself equal to 5 x the spell’s level. You can only heal this way once per turn.
Templar's Zeal
At 20th level, your presence causes the use of magic to become more difficult. As an action you gain the additional benefits for 1 minute.
When a hostile creature within 60 feet of you tries to cast a spell, you can use your reaction to have the creature make a wisdom saving throw, or the spell fails to be cast.
You gain advantage against spells and other magical effects, as do your allies within 30 feet of you.
Any creatures of your choice within 30 feet of you has disadvantage on spell concentration checks
Once you use this feature, you can’t use it again until you finish a long rest.
I really like this subclass. It seems to be similar to or inspired by the Templar from Dragon Age. There really aren't any anti-mage options available, so I like the idea of a Paladin that specializes in fighting spellcasters.
Feedback:
Channel Divinity. Both of these options are great.
Arcane Dampening. I like the ability, but it seems to be missing some wording around sight. My suggestion is:
You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you that you can see, is hit by a magical effect, you can use your reaction to halve the damage from the magical effect.
Seal Magic. Awesome ability. I would only change the wording slightly:
You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells of any level. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.
Oath Spells. Great spell list.
Aura of Suppression. This seems thematically appropriate, but too similar to the Oath of Ancients feature "Aura of Warding". I would recommend changing it to:
Silence Strike. Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failed save, they become deafened and unable to speak until the end of its next turn.
You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.
Arcane Renewal. Great feature, but the wording seems a bit off. I've also included an optional replacement below:
Starting at 15th level, once per turn when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell. You heal yourself you regain a number of hit points equal to 5 x the spell’s level. You can only heal this way once per turn.
Alternative. Starting at 15th level, when you end one spell on a creature using your Cleansing Touch feature you regain a number of hit points equal to 5 x the spell’s level.
Templar's Zeal. Cool capstone ability. The wording needs to be updated:
At 20th level, your presence disrupts the casting of magic near you. As an action, you can magically become an avatar of anti-magic, gaining the following benefits for 1 minute.
When a hostile creature within 60 feet of you that you can see tries to cast a spell, you can use your reaction to haveforce the creature to make a Wisdom saving throw, or the spell fails to be cast. On a failure, the spells fails to cast.
You gain advantage against spells and other magical effects, as do your allies within 30 feet of you.You and your allies within 30 feet of you gain advantage on saving throws against spells and other magical effects.
Any Creatures of your choice within 30 feet of you hashave disadvantage on spell concentration checkssaving throws to maintain concentration on a spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Yeah, it was definitely based on the Templars from dragon age. Several players in my group love the idea was playing one, so thought I'd give it a try to recreate one for dnd. I just never make a paladin subclass before so I was just hoping I wasn't too far off or out of line with their features. I know I always need a bit of help with the fine tuning and wording of things, so thank you for your help.
Aura of Suppression. This seems thematically appropriate, but too similar to the Oath of Ancients feature "Aura of Warding". I would recommend changing it to:
Silence Strike. Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failed save, they become deafened and unable to speak until the end of its next turn.
You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.
That was something that I was worried about too, tried to quickly draft something else, but wasn't quite sure how to word it. You think it would too much to move the magic resistance aura to the capstone feature? Possibly rewording one of the parts to be, "You and your allies within 30 feet of you have resistance against spells and gain advantage on saving throws against spells and other magical effects."
Arcane Renewal. Great feature, but the wording seems a bit off. I've also included an optional replacement below:
Starting at 15th level, once per turn when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell. You heal yourself you regain a number of hit points equal to 5 x the spell’s level. You can only heal this way once per turn.
Alternative. Starting at 15th level, when you end one spell on a creature using your Cleansing Touch feature you regain a number of hit points equal to 5 x the spell’s level.
I didn't even think about including the Cleansing Touch for this feature. Thank you!
The resistance to damage from spells does work better in the level 20 capstone feature. I would remove the advantage of saving throws against spells, since the Holy Avenger grants this aura, and every 20th level Paladin will want to possess that magic item.
Arcane Renewal Starting at 15th level, once per turn, when you cause a spell to end by using your Cleansing Touch feature, casting Counterspell or, Dispel Magic, or interrupt a hostile creature'scaster’s concentration on a spell or by using your Cleansing Touch feature. Y, you can choose to regain a number of hit points equal to 5 x the spell’s level.
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I haven't done a paladin subclass before, and was just wanting to know others' opinion on who this subclass is going. I understand that there are places that need to be reworded for the sake of grammar, but I'm primarily looking for how thematic is the Oath spell list, is the class itself balanced and what else needs to be reword, added or removed. I know it has a lot of magical defenses, which is intented, but not sure if I went too far with it or if it's fine. So to give a short summary about this class, is that this paladin oath is all about control and magic suppression (it's basically just a dnd version of the dragon age templars), it could be seen as someone who is sent to prevent disaster's caused by casters, to dispatch of cults, and liches, but could also be type of solider in armies that are used to eliminate enemy casters. Well, let me know what you think.
Channel Divinity
Arcane Dampening. You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you, is hit by a magical effect, you can use your reaction to half the damage of a spell or other magical effects.
Seal Magic. You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells of any level. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.
Oath Spells
3rd - Absorb Elements, Detect Magic
5th - Hold Person, Warding Bond
9th - Counterspell, Dispel Magic
13th - Banishment, Resilient Sphere
17th - Circle of Power, Hallow
Aura of Suppression
Beginning at 7th level, an aura emanates from you that reduces the impact from arcane effects. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Arcane Renewal
Starting at 15th level, when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell. You heal yourself equal to 5 x the spell’s level. You can only heal this way once per turn.
Templar's Zeal
At 20th level, your presence causes the use of magic to become more difficult. As an action you gain the additional benefits for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
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I really like this subclass. It seems to be similar to or inspired by the Templar from Dragon Age. There really aren't any anti-mage options available, so I like the idea of a Paladin that specializes in fighting spellcasters.
Feedback:
Channel Divinity. Both of these options are great.
Arcane Dampening. I like the ability, but it seems to be missing some wording around sight. My suggestion is:
You can your Channel Divinity to lessen the injury from a magical effect. When you or an ally within 30 feet of you that you can see, is hit by a magical effect, you can use your reaction to halve the damage from the magical effect.
Seal Magic. Awesome ability. I would only change the wording slightly:
You can use your Channel Divinity to prevent a foe from casting magic. As an action, you can choose a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or have its magic sealed for 1 minute, during which time it is unable to cast spells
of any level. While its magic is sealed, the creature repeats the saving throw at the end of each of its turns. On a success, the effect ends.Oath Spells. Great spell list.
Aura of Suppression. This seems thematically appropriate, but too similar to the Oath of Ancients feature "Aura of Warding". I would recommend changing it to:
Silence Strike. Beginning at 7th level, your attacks can silence your enemies. Once per turn, when you hit a creature with an attack you can force them to make a Wisdom saving throw. On a failed save, they become deafened and unable to speak until the end of its next turn.
You can use this ability a number of times equal to your Charisma modifier. You regain all expended uses when you complete a long rest.
Arcane Renewal. Great feature, but the wording seems a bit off. I've also included an optional replacement below:
Starting at 15th level, once per turn when you cause a spell to end by using Counterspell, Dispel Magic, or interrupt a hostile caster’s concentration on a spell
. You heal yourselfyou regain a number of hit points equal to 5 x the spell’s level.You can only heal this way once per turn.Alternative. Starting at 15th level, when you end one spell on a creature using your Cleansing Touch feature you regain a number of hit points equal to 5 x the spell’s level.
Templar's Zeal. Cool capstone ability. The wording needs to be updated:
At 20th level, your presence disrupts the casting of magic near you. As an action, you can magically become an avatar of anti-magic, gaining the following benefits for 1 minute.
haveforce the creature to make a Wisdom saving throw, or the spell fails to be cast. On a failure, the spells fails to cast.You gain advantage against spells and other magical effects, as do your allies within 30 feet of you.You and your allies within 30 feet of you gain advantage on saving throws against spells and other magical effects.AnyCreatures of your choice within 30 feet of youhashave disadvantage onspell concentration checkssaving throws to maintain concentration on a spell.Once you use this feature, you can’t use it again until you finish a long rest.
Yeah, it was definitely based on the Templars from dragon age. Several players in my group love the idea was playing one, so thought I'd give it a try to recreate one for dnd. I just never make a paladin subclass before so I was just hoping I wasn't too far off or out of line with their features. I know I always need a bit of help with the fine tuning and wording of things, so thank you for your help.
That was something that I was worried about too, tried to quickly draft something else, but wasn't quite sure how to word it. You think it would too much to move the magic resistance aura to the capstone feature? Possibly rewording one of the parts to be, "You and your allies within 30 feet of you have resistance against spells and gain advantage on saving throws against spells and other magical effects."
I didn't even think about including the Cleansing Touch for this feature. Thank you!
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Newest Homebrew: Image Distortion - 1st-Level Illusion Spell
well... here's the first version of the Oath of the Templar.
If there are any additional edits, or something... just let me know.
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Seems cool to me
The resistance to damage from spells does work better in the level 20 capstone feature. I would remove the advantage of saving throws against spells, since the Holy Avenger grants this aura, and every 20th level Paladin will want to possess that magic item.
Looks great!
One more edit suggestion:
Arcane Renewal
Starting at 15th level, once per turn, when you cause a spell to end by using your Cleansing Touch feature, casting Counterspell or
,Dispel Magic, or interrupt a hostile creature'scaster’sconcentration on a spellor by using your Cleansing Touch feature. Y, you can choose to regain a number of hit points equal to 5 x the spell’s level.