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?
In my opinion, both are equally "arcane" but if I had to choose one... I would have to pick Sending, solely because it is not part of the paladin spell list.
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?
In my opinion, both are equally "arcane" but if I had to choose one... I would have to pick Sending, solely because it is not part of the paladin spell list.
I really like Sending.
The utility of it is pretty good and I think more paladin spell lists need utility.
Hello. I just made this subclass for the paladin class, who focuses on arcane power and protecting mages. I would love feedback if you have any to give, and it is similar to the Arcana Cleric, an arcane subclass for a divine class.
The Oath of the Arcane is sworn by those who wish to carry out the goals of those who are true masters of arcane powers, while not wishing to become a master themselves. Often called Arcane Warriors or Eldritch Bulwarks, they who swear the oath vow to protect the mission of eldritch powers and block attacks against their mage masters. Though they are far arcane power from the exemplars that are wizards, sorcerers, and warlocks, they do gain some eldritch magic from the oath that they uphold.
Though Eldritch Bulwarks do vow to protect masters of arcana, they do not hold this to be a universal law amongst their orders. Some of these paladins do choose to protect any mage under nearly any conditions, but most are more selective, choosing masters to serve depending on their goals, alignment, ideals, and other important factors. In many worlds there are paladins who devote themselves to divine orders, but it is rare to find paladins who serve arcane powers. In Toril, they may swear themselves to the Weave, Mystra, Azuth, or an ancient Netheril wizard or lich. In Eberron, knights of this order may serve the Ring of Siberys, The Shadow, Sul Khatesh, or the Wizards of Arcanix. In Exandria, these knights may serve the Cerberus Assembly, the Luxon, or another arcane power. In Tor-eal, the Yikkan Goblinoids have many servants of the Yikare, and Oath of the Arcane paladins are relatively common. Others of this order in Tor-eal may swear themselves to Vecna, Zilya Darkcord, or the master artificers of Lantan.
TENETS OF THE ARCANE
The tenets of the Oath of the Arcane focus on protecting arcane masters and spreading the touch of eldritch magic.
Resilience. Be the bulwark that deflects the attacks of the forces of chaos when they target masters of the arcane powers.
Eldritch Might. Arcane power will preserve the foundations of the world as long as it has worthy followers. As eldritch magic spreads through the world, it will become a better place, a haven to masters of arcana.
Spread the Word. Be a missionary of the arcane masters, recruit all who are willing to study arcane magic, and strengthen the roots of magic in the realm. Never force and never preach. Instead, be an example to those who do not follow the Art, and practice magic in patience.
Exorcism of Psionics. Crush all those who practice the abomination that is psionics. Psychic powers are alien and must be destroyed before they can disease the land around them. Never allow a psion or aberration to escape your grasp.
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 equal to your proficiency bonus or lower.
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 10 feet of you has disadvantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Mimic Magic.
Starting at 15th level, when a creature within 60 feet of you casts a spell, you may quickly learn how to cast that spell. If the spell is of a level you can cast, it becomes a paladin spell for you and you prepare it, not counting against the amount of spells you can normally prepare. Sometime before you take a long rest, you may cast any spell prepared this way once without expending a spell slot. You may use this feature 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.
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.
When you deal damage with an attack or spell, 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.
Arcane Empowerment: nice, but your Prof. Bonus at 3rd level is 2; a pally doesn't have spells that high, but you said "or lower", so I guess that's ok.
Eldritch Weapon: again, the Prof. Bonus may be a problem; why not your Cha mod instead? Otherwise, real nice.
Spell list: 3rd lvl: good
5th lvl: maybe replace hold person with a more wizardly spell; I think pallies already have access to it.
9th lvl: change thunder step.
13th lvl: good
17th lvl: maybe arcane hand instead, and another wizardly spell
Arcana Aura: how long does it last?
Mimic Magic: how do you prepare said spell?
Eldritch Bastion: Again, maybe limit the spell bonuses to once per turn
Sorry for sounding overly critical. I know how hard it is to make subclasses that are awesome and balanced
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
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.
Arcane Empowerment and Eldritch Weapon: really good
5th lvl: same as last time on hold person
17th lvl: same as last time for bigby and his hand
aura of arcana: good, but it doesn't quite seem to match with empowering magic. This seems like it somewhat smothers magic.
mimic magic: good, clever trick for copycats (wink wink at the tabaxi PCs out there)
eldritch bastion: again, really good
Minor mechanics problem: the aura at best is 10 ft. If you fly too far, the aura becomes moot; no one is likely to be that close to you in the air. Why not have the aura have spell attack rolls have disadvantage against those in aura, and those in aura have advantage on saves versus said spells?
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Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
also, doesn't eldritch mean cursed? so if its arcane, why would it have "eldritch weapon" and "Eldritch Bastion"?
Eldritch can mean supernatural, otherworldly, ghostly, eerie, unearthly and so on. It is commonly associated with things like H.P Lovecraft’s works of otherworldly horror but it can also just refer to supernatural powers and forces.
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"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
They're identical all but in name... other than that it's just one is a licensed spell (bigby's hand, the other is fair use ([spell]arcane hand[spell}). Usually the spells with names are PHB, but also have a generic version.
I could change hold person, but it does fit the theme of this subclass as a protector of mages, as this allows them to basically just stop an attacker from attacking. Any suggestions to replace it, though?
Bigby's Hand is the same as Arcane Hand, like FallenPhoenixIV has stated, and Steel Wind Strike is an arcane-y gish spell, so it fits this subclass.
It does empower magic by giving enemies disadvantage on saving throws against spells. That enhances the capabilities and effectiveness of spells. The Aura lasts for ever, or until incapacitated (which I need to specify in the next version).
The aura is good against flying creatures.
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Please check out my homebrew, I would appreciate feedback:
In my opinion, both are equally "arcane" but if I had to choose one... I would have to pick Sending, solely because it is not part of the paladin spell list.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I really like Sending.
The utility of it is pretty good and I think more paladin spell lists need utility.
Okay, thanks for your feedback. I will change Magic Circle to Sending, then.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Arcane Empowerment: nice, but your Prof. Bonus at 3rd level is 2; a pally doesn't have spells that high, but you said "or lower", so I guess that's ok.
Eldritch Weapon: again, the Prof. Bonus may be a problem; why not your Cha mod instead? Otherwise, real nice.
Spell list: 3rd lvl: good
5th lvl: maybe replace hold person with a more wizardly spell; I think pallies already have access to it.
9th lvl: change thunder step.
13th lvl: good
17th lvl: maybe arcane hand instead, and another wizardly spell
Arcana Aura: how long does it last?
Mimic Magic: how do you prepare said spell?
Eldritch Bastion: Again, maybe limit the spell bonuses to once per turn
Sorry for sounding overly critical. I know how hard it is to make subclasses that are awesome and balanced
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Hey, DnDShadow5e, I made a new version on page 2 of this thread, maybe you should go look on those changes, and change your feedback based on that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
ok.
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
Arcane Empowerment and Eldritch Weapon: really good
5th lvl: same as last time on hold person
17th lvl: same as last time for bigby and his hand
aura of arcana: good, but it doesn't quite seem to match with empowering magic. This seems like it somewhat smothers magic.
mimic magic: good, clever trick for copycats (wink wink at the tabaxi PCs out there)
eldritch bastion: again, really good
Minor mechanics problem: the aura at best is 10 ft. If you fly too far, the aura becomes moot; no one is likely to be that close to you in the air. Why not have the aura have spell attack rolls have disadvantage against those in aura, and those in aura have advantage on saves versus said spells?
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
whats the difference between bigby's hand and arcane hand
also, doesn't eldritch mean cursed? so if its arcane, why would it have "eldritch weapon" and "Eldritch Bastion"?
I am an average mathematics enjoyer.
>Extended Signature<
Eldritch can mean supernatural, otherworldly, ghostly, eerie, unearthly and so on. It is commonly associated with things like H.P Lovecraft’s works of otherworldly horror but it can also just refer to supernatural powers and forces.
"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
They're identical all but in name... other than that it's just one is a licensed spell (bigby's hand, the other is fair use ([spell]arcane hand[spell}). Usually the spells with names are PHB, but also have a generic version.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I could change hold person, but it does fit the theme of this subclass as a protector of mages, as this allows them to basically just stop an attacker from attacking. Any suggestions to replace it, though?
Bigby's Hand is the same as Arcane Hand, like FallenPhoenixIV has stated, and Steel Wind Strike is an arcane-y gish spell, so it fits this subclass.
It does empower magic by giving enemies disadvantage on saving throws against spells. That enhances the capabilities and effectiveness of spells. The Aura lasts for ever, or until incapacitated (which I need to specify in the next version).
The aura is good against flying creatures.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
ok...don't know how many magic flying creatures you'll face though...
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
It depends on the campaign, but Vengeance Paladins get a flight speed and they seem to do well.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms