i need help with a paladin subclass called oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools and those who do will be guided by the drunken sun to glory.
my first idea for an ability was a channel divinity ability with these 2 ability's called drunkards nose were they can sense rum and gold within 30 feet of them
the other ability is called dance of the drunken fool were its an aura that makes enemies intoxicated and makes them move in random directions while poisoned.
should the first ability only be able to sense rum and gold or should sense more or other stuff?
how big should the aura be and should it have different effects?
i made some changes i mixed the sense gold and alcohol ability with the divine sense and turned the aura ability into the 7th level aura ability that some paladins get.
i made a new channel divinity ability that makes one of your weapons deal extra 1d6 poison damage and causes the poison condition on a hit after the target fails a saving throw.
Well, I don't know that I would include the detection ability, since it seems like it would truncate the kind of plot lines this character type would be likely to get involved in.
It might be more helpful to ask just why they seek this emulation, and create features that support the implied values or permit that mode of operation. For example, if the point of the drunken demeanor is to lull enemies into a false sense of superiority, perhaps they get a buff to Deception, and/or a Sneak Attack ability that functions against those they have convinced they are a non-threat to.
Alternatively, if it's more like a spiritual 'I sacrifice my dignity for the cause.", maybe they gain Inspiration for being mistreated or dismissed?
Keeping up the dismissible con would be hard long term, so perhaps some kind of Deception buff to encourage someone to write them off, or to reinterpret an attack as an accident.
tenets of the drunken sun. the tenets of this order are to live the pirates life to fullest extent and seek glory
your pockets are never full. go find all the gold you can
seek glory.make your self noticed by being the strongest of mind or body
this the oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools when secretly masters at fighting and those who do will be guided by the drunken sun to glory.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
drunken blade
you pour some of your holy rum on a melee weapon you are holding.
your weapon attacks with that weapon now deal an extra 1d6 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. at the end of each of the poisoned creatures turns they can repeat the saving throw ending the effect on a success.
guided by the drunken sun
when making a slight of hand check or deception check, you can add a plus 10 bonus to the check
nose of the drunken sun
starting at 3rd level when you use your divine sense you can also sense any alcohol, gems, and gold within 70 feet of you. you can pinpoint the location of the objects but you don't know if its rum, gold ,or gems that you sense
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, hostile creatures that start their within 10 feet of you must make a constitution saving throw againts you spell save dc or become poisoned, while poisoned in this way the affected creature must move in a random direction at the start of their turn.
At 18th level, the range of this aura increases to 30 feet.
adventure over imprisonment
the drunken sun will always help his followers that are stuck in prison when they could be out adventuring.
beginning at 7th level you can teleport up to 30 feet once per turn as an action and up to 50 feet if the teleport is being used to escape imprisonment or restraints up to 2 times per long rest
a complete drunken fool
At 20th level, as an action, you can become an angel of the drunken sun himself
you can teleport as a bonus action up to 30 feet on each of your turns
your weapons and spells each deal an extra 2d10 poison damage
only once per use of this ability if you miss an attack you can chose to hit instead.
This is a small point, but I would remove the mention of glory in the first tenant. You're already mentioning it as the 3rd tenant.
The Drunken Blade seem a little OP. It has two benefits and one can last a while if you're lucky. I'd either remove the damage bonus or make the poisoned effect last for up to around.
Aura of the Drunken Sun needs a duration for the poisoned effect. I also would say that the movement would be directly away from the Paladin to the edge of the aura, as this requires fewer choices for the DM (faster resolution), makes the radius upgrade in later levels matter more, tells people how much movement, and allows the player to use the movement strategically (it's fun to send opponents over cliffs and such).
Adventure Over Imprisonment - Imprisonment might be a bit vague. Does abduction count? Do handcuffs count? Does a grapple count? How about mind control? It's probably better to just give them Advantage on lock picking.
A Complete Drunken Fool seems to be all over the place. Plus I don't know any effect that lets a PC teleport every turn, deals damage all the time, and autohits. Not sure what I would replace it with though. Maybe something that enhances Adventure Over Imprisonment? Consider -
Prison Riot Escape is easier in the midst of pandemonium. Concentrating for an action, the Acolyte of Rum & Booty floods those nearby with a yearning for freedom. Everyone within 300ft gains the Adventure Over Imprisonment feature for a half hour, no longer needs lock picks to attempt to pick a lock, and gains an intuitive awareness that this is the case.
tenets of the drunken sun. the tenets of this order are to live the pirates life to fullest extent and seek
your pockets are never full. go find all the gold you can
seek glory. make your self noticed by being the strongest of mind
this the oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools when secretly masters at fighting and those who do will be guided by the drunken sun to glory and riches .
i based this subclass of captain jack sparrow from the pirates of the Caribbean but with the cleverness and luck he gets coming from divine forces instead of himself
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
drunken blade
you pour some of your holy rum on a melee weapon you are holding.
your weapon attacks with that weapon now deal an extra 1d4 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. the poisoned effect last until your next turn
drunken guidance
when making a slight of hand check , persuasion check,or deception check, you can add a plus 10 bonus to the check
nose of the drunken sun
starting at 3rd level when you use your divine sense you can also sense any alcohol, gems, and gold within 70 feet of you. you can pinpoint the location of the objects but you don't know if its rum, gold ,or gems that you sense
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, hostile creatures that start their within 10 feet of you must make a constitution saving throw againts you spell save dc or become poisoned, while poisoned in this way the affected creature must move in a random direction at the start of their turn. roll a d4 for directions 1 for north 2 for south 3 for east and 4 for west
At 18th level, the range of this aura increases to 30 feet.
intoxicating rebuke
beginning at 15 level as a reaction to being targeted by an attack you can cause the attacker to make a constitution saving throw or became poisoned. while poisoned the attacker must spend its action vomiting for a full round. creatures immune to poison are immune to this effect
alcoholic angel
At 20th level, as an action, you can become an angel of the drunken sun himself for one minute
you are immune to poison damage
your weapons and spells each deal an extra 10 poison damage
when you take damage you can immediately teleport 30 feet without taking a reaction and the spot you last occupied is now affeected by the grease spell. the grease disappears after you use the teleport again
i need help with a paladin subclass called oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools and those who do will be guided by the drunken sun to glory.
my first idea for an ability was a channel divinity ability with these 2 ability's called drunkards nose were they can sense rum and gold within 30 feet of them
the other ability is called dance of the drunken fool were its an aura that makes enemies intoxicated and makes them move in random directions while poisoned.
should the first ability only be able to sense rum and gold or should sense more or other stuff?
how big should the aura be and should it have different effects?
please give feed back it would be helpful
i made some changes i mixed the sense gold and alcohol ability with the divine sense and turned the aura ability into the 7th level aura ability that some paladins get.
i made a new channel divinity ability that makes one of your weapons deal extra 1d6 poison damage and causes the poison condition on a hit after the target fails a saving throw.
please feel free to give feed back
Well, I don't know that I would include the detection ability, since it seems like it would truncate the kind of plot lines this character type would be likely to get involved in.
It might be more helpful to ask just why they seek this emulation, and create features that support the implied values or permit that mode of operation. For example, if the point of the drunken demeanor is to lull enemies into a false sense of superiority, perhaps they get a buff to Deception, and/or a Sneak Attack ability that functions against those they have convinced they are a non-threat to.
Alternatively, if it's more like a spiritual 'I sacrifice my dignity for the cause.", maybe they gain Inspiration for being mistreated or dismissed?
Keeping up the dismissible con would be hard long term, so perhaps some kind of Deception buff to encourage someone to write them off, or to reinterpret an attack as an accident.
I'm thinking a little Vash The Stampede here.
tenets of the drunken sun. the tenets of this order are to live the pirates life to fullest extent and seek glory
your pockets are never full. go find all the gold you can
seek glory.make your self noticed by being the strongest of mind or body
this the oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools when secretly masters at fighting and those who do will be guided by the drunken sun to glory.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
drunken blade
you pour some of your holy rum on a melee weapon you are holding.
your weapon attacks with that weapon now deal an extra 1d6 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. at the end of each of the poisoned creatures turns they can repeat the saving throw ending the effect on a success.
guided by the drunken sun
when making a slight of hand check or deception check, you can add a plus 10 bonus to the check
nose of the drunken sun
starting at 3rd level when you use your divine sense you can also sense any alcohol, gems, and gold within 70 feet of you. you can pinpoint the location of the objects but you don't know if its rum, gold ,or gems that you sense
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of drunken sun spells
3rd
sleep, protection from evil and good
5th
locate object, knock
9th
hypnotic pattern, spirit guardians
13th
locate creature, guardian of faith
17th
commune, modify memory
Aura of the drunken sun
Starting at 7th level, hostile creatures that start their within 10 feet of you must make a constitution saving throw againts you spell save dc or become poisoned, while poisoned in this way the affected creature must move in a random direction at the start of their turn.
At 18th level, the range of this aura increases to 30 feet.
adventure over imprisonment
the drunken sun will always help his followers that are stuck in prison when they could be out adventuring.
beginning at 7th level you can teleport up to 30 feet once per turn as an action and up to 50 feet if the teleport is being used to escape imprisonment or restraints up to 2 times per long rest
a complete drunken fool
At 20th level, as an action, you can become an angel of the drunken sun himself
you can teleport as a bonus action up to 30 feet on each of your turns
your weapons and spells each deal an extra 2d10 poison damage
only once per use of this ability if you miss an attack you can chose to hit instead.
This is a small point, but I would remove the mention of glory in the first tenant. You're already mentioning it as the 3rd tenant.
The Drunken Blade seem a little OP. It has two benefits and one can last a while if you're lucky. I'd either remove the damage bonus or make the poisoned effect last for up to around.
Aura of the Drunken Sun needs a duration for the poisoned effect. I also would say that the movement would be directly away from the Paladin to the edge of the aura, as this requires fewer choices for the DM (faster resolution), makes the radius upgrade in later levels matter more, tells people how much movement, and allows the player to use the movement strategically (it's fun to send opponents over cliffs and such).
Adventure Over Imprisonment - Imprisonment might be a bit vague. Does abduction count? Do handcuffs count? Does a grapple count? How about mind control? It's probably better to just give them Advantage on lock picking.
A Complete Drunken Fool seems to be all over the place. Plus I don't know any effect that lets a PC teleport every turn, deals damage all the time, and autohits. Not sure what I would replace it with though. Maybe something that enhances Adventure Over Imprisonment? Consider -
Prison Riot
Escape is easier in the midst of pandemonium. Concentrating for an action, the Acolyte of Rum & Booty floods those nearby with a yearning for freedom. Everyone within 300ft gains the Adventure Over Imprisonment feature for a half hour, no longer needs lock picks to attempt to pick a lock, and gains an intuitive awareness that this is the case.
new version
tenets of the drunken sun. the tenets of this order are to live the pirates life to fullest extent and seek
your pockets are never full. go find all the gold you can
seek glory. make your self noticed by being the strongest of mind
this the oath of the drunken sun were all paladins who swear an oath to it are basically the opposite of what a paladin would be(their all basically captain jack sparrow) the story of the order is that there was once a pirate who was thought to be a drunken fool but was so clever and lucky that he became a god. now all paladins that swear this oath act like drunken fools when secretly masters at fighting and those who do will be guided by the drunken sun to glory and riches .
i based this subclass of captain jack sparrow from the pirates of the Caribbean but with the cleverness and luck he gets coming from divine forces instead of himself
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
drunken blade
you pour some of your holy rum on a melee weapon you are holding.
your weapon attacks with that weapon now deal an extra 1d4 poison damage and creatures hit with the weapon must make a constitution saving throw or be poisoned for on a failed save. the poisoned effect last until your next turn
drunken guidance
when making a slight of hand check , persuasion check,or deception check, you can add a plus 10 bonus to the check
nose of the drunken sun
starting at 3rd level when you use your divine sense you can also sense any alcohol, gems, and gold within 70 feet of you. you can pinpoint the location of the objects but you don't know if its rum, gold ,or gems that you sense
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of drunken sun spells
3rd
sleep, protection from evil and good
5th
locate object, knock
9th
hypnotic pattern, spirit guardians
13th
locate creature, guardian of faith
17th
commune, modify memory
Aura of the drunken sun
Starting at 7th level, hostile creatures that start their within 10 feet of you must make a constitution saving throw againts you spell save dc or become poisoned, while poisoned in this way the affected creature must move in a random direction at the start of their turn. roll a d4 for directions 1 for north 2 for south 3 for east and 4 for west
At 18th level, the range of this aura increases to 30 feet.
intoxicating rebuke
beginning at 15 level as a reaction to being targeted by an attack you can cause the attacker to make a constitution saving throw or became poisoned. while poisoned the attacker must spend its action vomiting for a full round. creatures immune to poison are immune to this effect
alcoholic angel
At 20th level, as an action, you can become an angel of the drunken sun himself for one minute
you are immune to poison damage
your weapons and spells each deal an extra 10 poison damage
when you take damage you can immediately teleport 30 feet without taking a reaction and the spot you last occupied is now affeected by the grease spell. the grease disappears after you use the teleport again