I agree. I think this is going to be the new version, unless anyone has a spell they'd like to swap out. There's not a ton of utility spells, but there are a few that are good out of combat, and have uses other than combat, like find familiar, magic circle, and faithful hound.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I agree. I think this is going to be the new version, unless anyone has a spell they'd like to swap out. There's not a ton of utility spells, but there are a few that are good out of combat, and have uses other than combat, like find familiar, magic circle, and faithful hound.
And Bigby’s Hand, Fly, Dimension Door, and Misty Step. Those can all be just as used outside of combat as in.
Okay, here's a second version of the mechanics (no real reason of reprinting the tenets and flavor text, those will be static).
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Empowerment. When a creature within 30 feet of you (including you) casts a spell using a spell slot, you may use your reaction to cause the spell to come into effect without expending a spell slot, using your Channel Divinity instead. The spell slot used to cast the spell must be of a level that you can cast.
Eldritch Weapon. As a bonus action, you can imbue one weapon that you are holding with forceful arcane energy, using your Channel Divinity. For the next minute, when you hit with this weapon, all damage that you deal with its attack deals force damage. Additionally, it deals extra force damage equal to your proficiency bonus.
If the weapon ever leaves your hand, you can choose to teleport it instantly back to your hand (no action required). If you are ever incapacitated, this effect ends. Additionally, if you take damage from a creature within 30 feet of you, you may end this effect as a reaction, dealing force damage to the creature equal to 2d10 + your paladin level.
Beginning at level 7, eldritch power surrounds you, causing others to have a more difficult time avoiding spell effects. Each creature of your choice within 5 feet of you has disadvantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 10 feet.
Mimic Magic.
Starting at 15th level, when a nearby creature casts a spell, you may quickly learn how to cast that spell, preparing it.
Whenever a creature within 60 feet casts a spell, you may use your reaction to temporarily learn and prepare that spell. This spell must be of a level you can cast, and does not count against your number of prepared spells, and counts as Paladin spells for you. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). These spells stay prepared until the end of your next long rest.
While you have these spells prepared you may cast each spell once without material components, and without expending a spell slot. Once you cast a spell in this way, it is no longer prepared.
Eldritch Bastion
At 20th level, you can harness your inner arcane power to become an embodiment of eldritch energy, causing your eyes to glow and your body to float. As an action, you gain the following benefits for the next minute:
You gain a flying speed of 60 feet and can hover.
Whenever you cast a paladin spell that has a casting time of an action, you can instead choose to cast it using a bonus action.
Once on your turn, when you deal damage with an attack, instead of rolling damage, you deal the most damage possible.
Once you use this feature, you cannot do so again until you finish a long rest.
I agree. I think this is going to be the new version, unless anyone has a spell they'd like to swap out. There's not a ton of utility spells, but there are a few that are good out of combat, and have uses other than combat, like find familiar, magic circle, and faithful hound.
And Bigby’s Hand, Fly, Dimension Door, and Misty Step. Those can all be just as used outside of combat as in.
Yeah. That's 6 out of the 10 spells, I think that's a good chunk of the spell list.
This subclass was inspired by the Arcana Cleric, but I didn't want it to just be a paladin copy of that subclass. That's why I didn't copy their spell list, or include their Channel Divinity. I wanted this to be much different in theme, while still focusing on being an arcane subclass for a divine class.
I feel like these would fit great in a party with an Arcana Cleric, Divine Soul Sorcerer, and Celestial Warlock. All have much different themes, all have divine and arcane magic, and all have much different purposes.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Starting at 15th level, when a creature within 60 feet of you casts a spell, you may quickly learn how to cast that spell, preparing it. The spell must be of a level you can cast, and does not count against the amount of spells you can normally prepare. Anytime before you take a long rest, you may cast this spell once without expending a spell slot. You may use this reaction an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you take a long rest. At the end of a long rest, you forget all spells prepared this way.
Try something like this instead:
Mimic Magic.
Starting at 15th level, when a nearby creature casts a spell, you may quickly learn how to cast that spell, preparing it.
Whenever a creature within 60 feet casts a spell, you may use your reaction to temporarily learn and prepare that spell. This spell must be of a level you can cast, and does not count against your number of prepared spells, and counts as Paladin spells for you. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). These spells stay prepared until the end of your next long rest.
While you have these spells prepared you may cast each spell once without material components, and without expending a spell slot. Once you cast a spell in this way, it is no longer prepared.
Okay, looking at the new version, I really like it. Feels much more arcane, is more balanced, yet still powerful, and I think it does a fairly good job at accomplishing what I wanted to accomplish with it. Anyone have any other comments?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Thanks for giving your feedback, it's very helpful. I'm glad you like the theme of it, I do too.
Channel Divinity: Thanks for your feedback here, I also agree with you. I worked hard to make sure they were not broken, which I think I succeeded at. Arcane Empowerment was originally the 15th level ability, but I think it works better here (Mimic Magic was the Channel Divinity, which did not go well). Eldritch Weapon is like the Devotion Paladin's Divine Weapon, but more arcane-y in flavor, and I think it works well.
Oath Spells: Thanks again. I originally was thinking of adding Magic Circle, but it is also on the Arcana Cleric's Prepared Spell List, and I didn't want to feel like I was copying it. I put Thunderstep because a problem paladins tend to have is getting into combat, which is less of a problem with this spell. It also is a good melee spell, so I think I'll keep it, but I will give another thought to switching it out. I'm particularly proud of having Steel Wind Strike and Mordenkainen's Faithful Hound on this list, as they fit the theme so well.
Aura of Arcana: Thanks again for the feedback. I will think about changing it, it does feel a bit powerful. I may limit it to an amount of creatures equal to your proficiency bonus or Charisma modifier just to keep it a bit less crazy. I kind of based it off of the Oath of the Ancients aura, which gives resistance to spell damage, but is instead the inverse of that in a way. If other people express concerns about this ability, I will probably change it.
Mimic Magic: Just to clarify how this works, it kind of is like Spell Thief, but doesn't counter the spell. The spell still comes into effect as normal, but this lets you prepare it. It is a powerful ability, and functionally can give you 5 more spell slots. I don't know about adding a check to it, I already feel like its restricted enough, but if more comment on its mechanics, I may change it up a bit.
Eldritch Bastion: It is insane, but is a level 20 ability that only lasts a minute, and takes an action to trigger. The maximum damage might need limiting to once a turn, but if people still think that its too powerful that way, I will probably just switch it out. The other 2 abilities are fine, as other paladin capstones grant them. I'll think about a temporary hit point shield as a replacement if I have to.
Thanks again for your feedback, and I am so glad that you like it. Where an Eldritch Knight is a fighter who focuses a bit on arcane magic, and a Bladesinger is an arcane caster who focuses a bit on melee fighting, this is really meant to be halfway between that. It focuses on spells and melee power equally, and I am really proud of it, even if I do have to change it up a little more before it's ready to go.
I agree the Aura of Arcana is too much...Disadvantage on saves is a very hard thing to come by normally. Sorcerers have to burn 3 SP to get it once. This basically gives it to you for free forever. I would suggest you can use your reaction to impose DIS and its limited to your CHA mod per day.
I actually think the Arcane Empowerment is too much IMO. Free spell is pretty big deal especially when you combine with the Aura. I would say you can use a reaction to empower the spell with additional force damage.
Spell list looks good. Fly is a bit of an odd choice...might be a bit much on a paladin chassis as the major counter to paladins is to have kiting enemies.
The rest are great.
Overall theme is amazing! I love the tenants and their hatred of psionics!
I agree the Aura of Arcana is too much...Disadvantage on saves is a very hard thing to come by normally. Sorcerers have to burn 3 SP to get it once. This basically gives it to you for free forever. I would suggest you can use your reaction to impose DIS and its limited to your CHA mod per day.
I don't think its too much with the reduced range to just 5 feet. It is uncommon, and sorcerers are not negated by this abilitly, especially due to the short range of this feature. I could change it to a reaction, but I'm not sure about that.
I actually think the Arcane Empowerment is too much IMO. Free spell is pretty big deal especially when you combine with the Aura. I would say you can use a reaction to empower the spell with additional force damage.
I could change it to something like that, but that seems too weak, IMO. Its current version is powerful, kind of similar to Harness Divine Power (CFV UA), but better. But, it makes sense for it to be powerful, as the theme of the subclass is to be an empoweree of spellcasting.
Spell list looks good. Fly is a bit of an odd choice...might be a bit much on a paladin chassis as the major counter to paladins is to have kiting enemies.
It is concentration, and it does fit the theme of the subclass. I don't think its OP, but is definitely a good spell. Any suggestions to replace it, though?
The rest are great.
Overall theme is amazing! I love the tenants and their hatred of psionics!
The rest is spot on!
Thanks! I like the theme of it, too.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
For the aura I still think it's a bit much but play testing will likely sus it out. Maybe you could have it be like a check and if they fail they get DIS? Might be one way to do it.
Overall I like it though! Update us when you get a chance to play test!
For the aura I still think it's a bit much but play testing will likely sus it out. Maybe you could have it be like a check and if they fail they get DIS? Might be one way to do it.
Overall I like it though! Update us when you get a chance to play test!
I had considered Counterspell, but as the whole theme of this subclass is empowering spellcasting, not countering it, I decided not to do it.
You are correct, I will have to playtest it to determine that.
Thanks again, I will update this if I find issues when playtesting it.
As with all of my other subclasses, all of them may change if Tasha's Cauldron of Everything has spells that fit them better, or features that invalidate or overlap with them, or anything like that. If that happens, I will update this thread with these changes.
For the aura I still think it's a bit much but play testing will likely sus it out. Maybe you could have it be like a check and if they fail they get DIS? Might be one way to do it.
Overall I like it though! Update us when you get a chance to play test!
I had considered Counterspell, but as the whole theme of this subclass is empowering spellcasting, not countering it.
You are correct, I will have to playtest it to determine that.
Thanks again, I will update this if I find issues when playtesting it.
As with all of my other subclasses, all of them may change if Tasha's Cauldron of Everything has spells that fit them better, or features that invalidate or overlap with them, or anything like that. If that happens, I will update this thread with these changes.
I really like this class, and I especially like the idea of a paladin that can help buff up casters in there party with its features. I can see some high risk/high rewards shenanigan's where this paladin gets right up around a bunch of enemies and then a blaster caster drops a fireball on top of all of them. Sounds like something my group would actually do quite a bit.
I think Fly is fine, though it's partially because I can't really think of a spell to replace it with that screams "Arcane" funny enough except maybe Major Image.
I really like this class, and I especially like the idea of a paladin that can help buff up casters in there party with its features. I can see some high risk/high rewards shenanigan's where this paladin gets right up around a bunch of enemies and then a blaster caster drops a fireball on top of all of them. Sounds like something my group would actually do quite a bit.
I think Fly is fine, though it's partially because I can't really think of a spell to replace it with that screams "Arcane" funny enough except maybe Major Image.
Thanks! That would definitely be an interesting situation with the paladin deciding that its worth taking just one more fireball in order to kill that horde of enemies. My group would definitely do that as well.
Yeah. Major Image just doesn't seem like a paladin spell, though, especially not this paladin. With the capstone granting flight, I think that this one fits the theme fine.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I like this subclass a lot and would allow it in my games if someone asked me! :D My only issue is the anti psionics philosophy that is forced onto a player playing the subclass. Someone else in the party playing a psion? Not anymore now it’s PvP because oath! I’d focus it instead on being anti aberration instead!
An ability idea from me would be to spend your health pool from lay on hands to fuel other people’s magic or your magic in some way, or have the health pool manifest as a ward that protects players by soaking up damage instead of healing health to get less of a cleric feel and more of an arcane one! :D
Random question, but are you going to be working on your occultist class any more?
I like this subclass a lot and would allow it in my games if someone asked me! :D My only issue is the anti psionics philosophy that is forced onto a player playing the subclass. Someone else in the party playing a psion? Not anymore now it’s PvP because oath! I’d focus it instead on being anti aberration instead!
An ability idea from me would be to spend your health pool from lay on hands to fuel other people’s magic or your magic in some way, or have the health pool manifest as a ward that protects players by soaking up damage instead of healing health to get less of a cleric feel and more of an arcane one! :D
Random question, but are you going to be working on your occultist class any more?
Thanks, if you do so, I would love to hear your experiences with it! I could change it to an extreme hatred of aberrations, and bias against psionics due to this. This way, the player isn't forced into PvP, but instead has a bit of a foundational interparty roleplaying conflict. That could be interesting, and when I end up making a third draft of this subclass, I will probably do that.
That seems like a cool ability, but I don't think it really fits this subclass that well. I could use it for a different subclass, though.
I will be working on it sometime, as well as the arcane gish subclass. Sorry, my next draft has been delayed for a variety of reasons, but I hope to be getting back to it within a relatively short time period. Thanks!
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Okay, I've been thinking over what spell could be in the level 3 oath spells, probably replacing magic circle, because it's already on the Paladin spell list. The spell I'm thinking of is sending, which I think fits the theme of arcane a bit better. What do you think?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Okay, how's this for a spell list:
Oath Spells
Oath of the Arcane Spells
3rd
find familiar, magic missile
5th
hold person, misty step
9th
fly, magic circle
13th
dimension door, mordenkainen's faithful hound
17th
bigby's hand, steel wind strike
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Way more “arcane” than before.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I agree. I think this is going to be the new version, unless anyone has a spell they'd like to swap out. There's not a ton of utility spells, but there are a few that are good out of combat, and have uses other than combat, like find familiar, magic circle, and faithful hound.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
And Bigby’s Hand, Fly, Dimension Door, and Misty Step. Those can all be just as used outside of combat as in.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Okay, here's a second version of the mechanics (no real reason of reprinting the tenets and flavor text, those will be static).
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Empowerment. When a creature within 30 feet of you (including you) casts a spell using a spell slot, you may use your reaction to cause the spell to come into effect without expending a spell slot, using your Channel Divinity instead. The spell slot used to cast the spell must be of a level that you can cast.
Eldritch Weapon. As a bonus action, you can imbue one weapon that you are holding with forceful arcane energy, using your Channel Divinity. For the next minute, when you hit with this weapon, all damage that you deal with its attack deals force damage. Additionally, it deals extra force damage equal to your proficiency bonus.
If the weapon ever leaves your hand, you can choose to teleport it instantly back to your hand (no action required). If you are ever incapacitated, this effect ends. Additionally, if you take damage from a creature within 30 feet of you, you may end this effect as a reaction, dealing force damage to the creature equal to 2d10 + your paladin level.
Oath Spells
Oath of the Arcane Spells
3rd
find familiar, magic missile
5th
hold person, misty step
9th
fly, magic circle
13th
dimension door, mordenkainen's faithful hound
17th
bigby's hand, steel wind strike
Aura of Arcana
Beginning at level 7, eldritch power surrounds you, causing others to have a more difficult time avoiding spell effects. Each creature of your choice within 5 feet of you has disadvantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 10 feet.
Mimic Magic.
Starting at 15th level, when a nearby creature casts a spell, you may quickly learn how to cast that spell, preparing it.
Whenever a creature within 60 feet casts a spell, you may use your reaction to temporarily learn and prepare that spell. This spell must be of a level you can cast, and does not count against your number of prepared spells, and counts as Paladin spells for you. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). These spells stay prepared until the end of your next long rest.
While you have these spells prepared you may cast each spell once without material components, and without expending a spell slot. Once you cast a spell in this way, it is no longer prepared.
Eldritch Bastion
At 20th level, you can harness your inner arcane power to become an embodiment of eldritch energy, causing your eyes to glow and your body to float. As an action, you gain the following benefits for the next minute:
Once you use this feature, you cannot do so again until you finish a long rest.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah. That's 6 out of the 10 spells, I think that's a good chunk of the spell list.
This subclass was inspired by the Arcana Cleric, but I didn't want it to just be a paladin copy of that subclass. That's why I didn't copy their spell list, or include their Channel Divinity. I wanted this to be much different in theme, while still focusing on being an arcane subclass for a divine class.
I feel like these would fit great in a party with an Arcana Cleric, Divine Soul Sorcerer, and Celestial Warlock. All have much different themes, all have divine and arcane magic, and all have much different purposes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Try something like this instead:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Thanks, that works. I'll replace it with that. Much better wording than my ability.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, looking at the new version, I really like it. Feels much more arcane, is more balanced, yet still powerful, and I think it does a fairly good job at accomplishing what I wanted to accomplish with it. Anyone have any other comments?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I Really like it. Good job.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I agree the Aura of Arcana is too much...Disadvantage on saves is a very hard thing to come by normally. Sorcerers have to burn 3 SP to get it once. This basically gives it to you for free forever. I would suggest you can use your reaction to impose DIS and its limited to your CHA mod per day.
I actually think the Arcane Empowerment is too much IMO. Free spell is pretty big deal especially when you combine with the Aura. I would say you can use a reaction to empower the spell with additional force damage.
Spell list looks good. Fly is a bit of an odd choice...might be a bit much on a paladin chassis as the major counter to paladins is to have kiting enemies.
The rest are great.
Overall theme is amazing! I love the tenants and their hatred of psionics!
The rest is spot on!
I don't think its too much with the reduced range to just 5 feet. It is uncommon, and sorcerers are not negated by this abilitly, especially due to the short range of this feature. I could change it to a reaction, but I'm not sure about that.
I could change it to something like that, but that seems too weak, IMO. Its current version is powerful, kind of similar to Harness Divine Power (CFV UA), but better. But, it makes sense for it to be powerful, as the theme of the subclass is to be an empoweree of spellcasting.
It is concentration, and it does fit the theme of the subclass. I don't think its OP, but is definitely a good spell. Any suggestions to replace it, though?
Thanks! I like the theme of it, too.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Counterspell would be cool instead of fly.
For the aura I still think it's a bit much but play testing will likely sus it out. Maybe you could have it be like a check and if they fail they get DIS? Might be one way to do it.
Overall I like it though! Update us when you get a chance to play test!
I had considered Counterspell, but as the whole theme of this subclass is empowering spellcasting, not countering it, I decided not to do it.
You are correct, I will have to playtest it to determine that.
Thanks again, I will update this if I find issues when playtesting it.
As with all of my other subclasses, all of them may change if Tasha's Cauldron of Everything has spells that fit them better, or features that invalidate or overlap with them, or anything like that. If that happens, I will update this thread with these changes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Cool!
I really like this class, and I especially like the idea of a paladin that can help buff up casters in there party with its features. I can see some high risk/high rewards shenanigan's where this paladin gets right up around a bunch of enemies and then a blaster caster drops a fireball on top of all of them. Sounds like something my group would actually do quite a bit.
I think Fly is fine, though it's partially because I can't really think of a spell to replace it with that screams "Arcane" funny enough except maybe Major Image.
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Thanks! That would definitely be an interesting situation with the paladin deciding that its worth taking just one more fireball in order to kill that horde of enemies. My group would definitely do that as well.
Yeah. Major Image just doesn't seem like a paladin spell, though, especially not this paladin. With the capstone granting flight, I think that this one fits the theme fine.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I like this subclass a lot and would allow it in my games if someone asked me! :D My only issue is the anti psionics philosophy that is forced onto a player playing the subclass. Someone else in the party playing a psion? Not anymore now it’s PvP because oath! I’d focus it instead on being anti aberration instead!
An ability idea from me would be to spend your health pool from lay on hands to fuel other people’s magic or your magic in some way, or have the health pool manifest as a ward that protects players by soaking up damage instead of healing health to get less of a cleric feel and more of an arcane one! :D
Random question, but are you going to be working on your occultist class any more?
Thanks, if you do so, I would love to hear your experiences with it! I could change it to an extreme hatred of aberrations, and bias against psionics due to this. This way, the player isn't forced into PvP, but instead has a bit of a foundational interparty roleplaying conflict. That could be interesting, and when I end up making a third draft of this subclass, I will probably do that.
That seems like a cool ability, but I don't think it really fits this subclass that well. I could use it for a different subclass, though.
I will be working on it sometime, as well as the arcane gish subclass. Sorry, my next draft has been delayed for a variety of reasons, but I hope to be getting back to it within a relatively short time period. Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I've been thinking over what spell could be in the level 3 oath spells, probably replacing magic circle, because it's already on the Paladin spell list. The spell I'm thinking of is sending, which I think fits the theme of arcane a bit better. What do you think?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms