Paladins of the Oath of Warfare make themselves into a divine weapon, a tool to scourge the world of wickedness and cruelty. They have no remorse for foes who fight unfairly, but they uphold their honor and dignity on the battlefield. For paladins of the Oath of Warfare, combat isn't a solemn necessity, it's a way of life.
TENETS OF THE OATH OF WARFARE
A paladin of the Oath of Warfare vows to never surrender until the world is free of all darkness.
Determination. No matter how many times you get hit, hit back harder. You must not allow the world to fall to shadow.
Dignity. Always fight fairly and honor the rules of combat. It is these rules that separate us from the monsters.
Justice. Those who choose the path of evil have determined their fate. Strike them down, for the good of the world.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Chain Smite. As a bonus action, you can focus your power inwards, allowing you to use your Channel Divinity to strike multiple targets with one attack. For 1 minute, when you use your Divine Smite feature, you can deal damage to a second creature within 30 feet of you. Make a melee weapon attack. On a hit, the creature takes radiant damage equal to the damage you dealt with your Divine Smite.
Radiant Shield. As an action, you can project your divine energy and shape it into a shield of luminosity using your Channel Divinity. A 30-foot-radius sphere of brilliant light appears around you for 1 minute, moving with you. Ranged attacks can't pass through the sphere, and each creature of your choice that enters or exits the sphere for the first time on its turn takes radiant damage equal to 1d10 + your Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you exude a glaring light that blinds your foes. While you are conscious, at the start of each of your turns, each creature of your choice within 10 feet of you takes 1d4 radiant damage. In addition, each creature of your choice within that range has disadvantage on Wisdom (Perception) checks made to see.
At 18th level, the range of this aura increases to 30 feet.
Ranged Smite
Beginning at 15th level, your Divine Smite and Improved Divine Smite features apply to ranged attacks.
War Aureole
At 20th level, you can exude an aura of courage and valor. As a bonus action, you gain the following benefits for 1 minute:
Light illuminates creatures of your choice within 60 feat of you, granting any attacks against the creature advantage if the attacker can see it.
Whenever you use an action or bonus action to cast a paladin spell, you can make an attack as part of that action or bonus action.
When you take damage from a creature within 60 feet of you, you can use your reaction to deal radiant damage to that creature equal to your Charisma modifier (minimum of 1).
Once you use this feature, you can’t use it again until you finish a long rest.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I really like this, and will probably play this (assuming you let me and my DM does), but there are some things that seem overpowered or otherwise nor made to the best possible:
Channel Divinity:
I really like this one, but chain divine smite is way too powerful. I would advise you make it take an action to activate and/or make it only half divine smite damage.
Oath Spells:
everything good here, although IMO, it should go above channel divinity.
Aura of Effulgence:
good.
Ranged Smite:
noice! I really like the flavor, and its a good power. the only bad this I could say for it is that no one would make an archery build if they have to wait till level 15 to smite.
War Aureole:
hm... not sure what I think of this one... its cool, but power wise, I gave no idea
That seems like a lot of criticism, but really, its amazing as is. most of the things are small.
Awesome. I would agree with HomebrewMindflayer, however, and say that the channel divinity options seem very overpowered for level 3. I agree with his suggestion for Chain Divine Smite. You could also reduce the range on it. Radiant shield also seems a little strong considering it doesn't seem to be concentration. Maybe make it a reaction to deal that damage. I'm also not sure about the total cover from ranged attacks. Maybe give them disadvantage instead? It's not that the features as is are bad, just that they seem too strong to unlock so early on. Alternatively, maybe they could be scaled for separate levels. Otherwise, it seems pretty solid. Definitely recommend play testing it, though.
I really like this, and will probably play this (assuming you let me and my DM does), but there are some things that seem overpowered or otherwise nor made to the best possible:
Channel Divinity:
I really like this one, but chain divine smite is way too powerful. I would advise you make it take an action to activate and/or make it only half divine smite damage.
Oath Spells:
everything good here, although IMO, it should go above channel divinity.
Aura of Effulgence:
good.
Ranged Smite:
noice! I really like the flavor, and its a good power. the only bad this I could say for it is that no one would make an archery build if they have to wait till level 15 to smite.
War Aureole:
hm... not sure what I think of this one... its cool, but power wise, I gave no idea
That seems like a lot of criticism, but really, its amazing as is. most of the things are small.
Awesome. I would agree with HomebrewMindflayer, however, and say that the channel divinity options seem very overpowered for level 3. I agree with his suggestion for Chain Divine Smite. You could also reduce the range on it. Radiant shield also seems a little strong considering it doesn't seem to be concentration. Maybe make it a reaction to deal that damage. I'm also not sure about the total cover from ranged attacks. Maybe give them disadvantage instead? It's not that the features as is are bad, just that they seem too strong to unlock so early on. Alternatively, maybe they could be scaled for separate levels. Otherwise, it seems pretty solid. Definitely recommend play testing it, though.
Thanks, both of you!
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Heya, I think you already got some good feedback. There's only a few things I personally see different which I wanna mention real quick.
I think the main reason Chain Smite is so strong is because effectively doubles your entire day's worth of smite damage output. If you can deal double damage for a minute, aka 10 rounds, that's every single smite you have at all levels, you only need to hit 3 out of those 10 attacks at level 4. At level 5 that's 6 out of 20. It takes until 11th level before you even need to hit half of them to get the full effect. And if you do miss a lot, channel divinity recovers on a short rest. That's crazy when you do the math. I'd suggest to limit the duration, if anything. Just getting an extra smite per short rest by itself is already pretty darn good.
That said, it is certainly a cool feature to tell two foes to meet your maker at once. Gotta give credit where credit is due.
I also think Range Smite is great. A lot of people tend to forget about them, but javelins and handaxes operate off of strength. It gives this oath some offensive options where other paladins might be reduced to dashing or blessing their allies or something. Use your movement to get close and toss your javelin on turn 1, smite on a hit, then use your free action to draw your melee weapon and go to town on turn 2.
Heya, I think you already got some good feedback. There's only a few things I personally see different which I wanna mention real quick.
I think the main reason Chain Smite is so strong is because effectively doubles your entire day's worth of smite damage output. If you can deal double damage for a minute, aka 10 rounds, that's every single smite you have at all levels, you only need to hit 3 out of those 10 attacks at level 4. At level 5 that's 6 out of 20. It takes until 11th level before you even need to hit half of them to get the full effect. And if you do miss a lot, channel divinity recovers on a short rest. That's crazy when you do the math. I'd suggest to limit the duration, if anything. Just getting an extra smite per short rest by itself is already pretty darn good.
That said, it is certainly a cool feature to tell two foes to meet your maker at once. Gotta give credit where credit is due.
I also think Range Smite is great. A lot of people tend to forget about them, but javelins and handaxes operate off of strength. It gives this oath some offensive options where other paladins might be reduced to dashing or blessing their allies or something. Use your movement to get close and toss your javelin on turn 1, smite on a hit, then use your free action to draw your melee weapon and go to town on turn 2.
Thanks for the feedback!
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
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Oath of Warfare
Paladins of the Oath of Warfare make themselves into a divine weapon, a tool to scourge the world of wickedness and cruelty. They have no remorse for foes who fight unfairly, but they uphold their honor and dignity on the battlefield. For paladins of the Oath of Warfare, combat isn't a solemn necessity, it's a way of life.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Chain Smite. As a bonus action, you can focus your power inwards, allowing you to use your Channel Divinity to strike multiple targets with one attack. For 1 minute, when you use your Divine Smite feature, you can deal damage to a second creature within 30 feet of you. Make a melee weapon attack. On a hit, the creature takes radiant damage equal to the damage you dealt with your Divine Smite.
Radiant Shield. As an action, you can project your divine energy and shape it into a shield of luminosity using your Channel Divinity. A 30-foot-radius sphere of brilliant light appears around you for 1 minute, moving with you. Ranged attacks can't pass through the sphere, and each creature of your choice that enters or exits the sphere for the first time on its turn takes radiant damage equal to 1d10 + your Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Warfare Spells
3rd
absorb elements, guiding bolt
5th
blur, flaming sphere
9th
haste, spirit guardians
13th
guardian of faith, stoneskin
17th
hold monster, wall of force
Aura of Effulgence
Starting at 7th level, you exude a glaring light that blinds your foes. While you are conscious, at the start of each of your turns, each creature of your choice within 10 feet of you takes 1d4 radiant damage. In addition, each creature of your choice within that range has disadvantage on Wisdom (Perception) checks made to see.
At 18th level, the range of this aura increases to 30 feet.
Ranged Smite
Beginning at 15th level, your Divine Smite and Improved Divine Smite features apply to ranged attacks.
War Aureole
At 20th level, you can exude an aura of courage and valor. As a bonus action, you gain the following benefits for 1 minute:
Once you use this feature, you can’t use it again until you finish a long rest.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
It seems slightly powerful.
I have a weird sense of humor.
I also make maps.(That's a link)
Which features seem to be too powerful?
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
I really like this, and will probably play this (assuming you let me and my DM does), but there are some things that seem overpowered or otherwise nor made to the best possible:
Channel Divinity:
I really like this one, but chain divine smite is way too powerful. I would advise you make it take an action to activate and/or make it only half divine smite damage.
Oath Spells:
everything good here, although IMO, it should go above channel divinity.
Aura of Effulgence:
good.
Ranged Smite:
noice! I really like the flavor, and its a good power. the only bad this I could say for it is that no one would make an archery build if they have to wait till level 15 to smite.
War Aureole:
hm... not sure what I think of this one... its cool, but power wise, I gave no idea
That seems like a lot of criticism, but really, its amazing as is. most of the things are small.
I am an average mathematics enjoyer.
>Extended Signature<
Awesome. I would agree with HomebrewMindflayer, however, and say that the channel divinity options seem very overpowered for level 3. I agree with his suggestion for Chain Divine Smite. You could also reduce the range on it. Radiant shield also seems a little strong considering it doesn't seem to be concentration. Maybe make it a reaction to deal that damage. I'm also not sure about the total cover from ranged attacks. Maybe give them disadvantage instead? It's not that the features as is are bad, just that they seem too strong to unlock so early on. Alternatively, maybe they could be scaled for separate levels. Otherwise, it seems pretty solid. Definitely recommend play testing it, though.
Thanks, both of you!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Heya, I think you already got some good feedback. There's only a few things I personally see different which I wanna mention real quick.
I think the main reason Chain Smite is so strong is because effectively doubles your entire day's worth of smite damage output. If you can deal double damage for a minute, aka 10 rounds, that's every single smite you have at all levels, you only need to hit 3 out of those 10 attacks at level 4. At level 5 that's 6 out of 20. It takes until 11th level before you even need to hit half of them to get the full effect. And if you do miss a lot, channel divinity recovers on a short rest. That's crazy when you do the math. I'd suggest to limit the duration, if anything. Just getting an extra smite per short rest by itself is already pretty darn good.
That said, it is certainly a cool feature to tell two foes to meet your maker at once. Gotta give credit where credit is due.
I also think Range Smite is great. A lot of people tend to forget about them, but javelins and handaxes operate off of strength. It gives this oath some offensive options where other paladins might be reduced to dashing or blessing their allies or something. Use your movement to get close and toss your javelin on turn 1, smite on a hit, then use your free action to draw your melee weapon and go to town on turn 2.
Homebrew creations:
Path of the Feral Trance Barbarian Class | Thread
Wyrmforge Artificer Class | Thread
Thanks for the feedback!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.