I'm trying my hand at homebrewing a Paladin subclass to offer as an option for my players, and I wouldn't mind some advice on how to improve it or properly convey the flavor. As a disclaimer, I was inspired by Critcal Role and Patron Saint Matt Mercer's "Oath of the Open Seas" so I'll be the first to admit that there is a degree of overlap in terms of flavor and mechanics but I tried to offer a more "generalized" version that offered something a bit different, because while Open Seas can certainly be played in any type of campaign, it definitely flavored for nautical and Swashbuckler type games.
Below is what I have been able to come up with from levels 3 and 7. I would appreciate ideas for 15th and 20th level and thoughts on 3 and 7.
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OATH OF THE HORIZON
The Oath of the Horizon calls to every deft explorer, freedom fighters, and wanderlust warrior. Paladins who swear this oath are champions of the open road and proponents of change, defending the oppressed by acting as either the seeds of rebellion or peaceful reform. These noble drifters believe in the sovereign right of all people to take control of their destiny, and so offer prayers to entities or deities such as Akadi or Avandra to watch over them as they seek the next great adventure.
OATH TENETS
Seek Adventure. Fortune favors the bold, never hesitate to try something new.
Change is Inevitable. The righteous can ensure that such change is for the better.
Embrace the Unknown. One of life's greatest joys are the roads untraveled. Seek these paths and revel in what you discover.
Rise Against Tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot
OATH SPELLS
3rd- longstrider, zephyr strike
5th- misty step, rope trick
9th- haste, leomund's tiny hut
13th- freedom of movement, dimension door
17th- passwall, steel wind strike
Channel Divinity
3rd-level Oath of the Horizon feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blessed Explorer. As a bonus action you can use your Channel Divinity to aid you on your travels. For the next 10 minutes, you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks. You also ignore difficult terrain while under the effects of this Channel Divinity.
Elusive Step. You can use your Channel Divinity to nimbly escape danger. When you make an Dexterity saving throw, you can use your Channel Divinity to roll again and choose which roll to use. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
AURA OF FREEDOM
Starting at 7th level, while you are not incapacitated, you and any creature of your choice within 10 feet of you has advantage on rolls against being grappled or restrained.
At 18th level, the range of this aura increases to 30 feet.
I'm trying my hand at homebrewing a Paladin subclass to offer as an option for my players, and I wouldn't mind some advice on how to improve it or properly convey the flavor. As a disclaimer, I was inspired by Critcal Role and Patron Saint Matt Mercer's "Oath of the Open Seas" so I'll be the first to admit that there is a degree of overlap in terms of flavor and mechanics but I tried to offer a more "generalized" version that offered something a bit different, because while Open Seas can certainly be played in any type of campaign, it definitely flavored for nautical and Swashbuckler type games.
Below is what I have been able to come up with from levels 3 and 7. I would appreciate ideas for 15th and 20th level and thoughts on 3 and 7.
-
OATH OF THE HORIZON
The Oath of the Horizon calls to every deft explorer, freedom fighters, and wanderlust warrior. Paladins who swear this oath are champions of the open road and proponents of change, defending the oppressed by acting as either the seeds of rebellion or peaceful reform. These noble drifters believe in the sovereign right of all people to take control of their destiny, and so offer prayers to entities or deities such as Akadi or Avandra to watch over them as they seek the next great adventure.
OATH TENETS
Seek Adventure. Fortune favors the bold, never hesitate to try something new.
Change is Inevitable. The righteous can ensure that such change is for the better.
Embrace the Unknown. One of life's greatest joys are the roads untraveled. Seek these paths and revel in what you discover.
Rise Against Tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot
OATH SPELLS
3rd- longstrider, zephyr strike
5th- misty step, rope trick
9th- haste, leomund's tiny hut
13th- freedom of movement, dimension door
17th- passwall, steel wind strike
Channel Divinity
3rd-level Oath of the Horizon feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blessed Explorer. As a bonus action you can use your Channel Divinity to aid you on your travels. For the next 10 minutes, you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks. You also ignore difficult terrain while under the effects of this Channel Divinity.
Elusive Step. You can use your Channel Divinity to nimbly escape danger. When you make an Dexterity saving throw, you can use your Channel Divinity to roll again and choose which roll to use. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
AURA OF FREEDOM
Starting at 7th level, while you are not incapacitated, you and any creature of your choice within 10 feet of you has advantage on rolls against being grappled or restrained.
At 18th level, the range of this aura increases to 30 feet.