im making a paladin subclass called oath of the drunken sun. its about a group of paladins who are all the opposite of what a paladin should be(their all basically captain jack sparrow)and the story is that there once was a pirate who was just a drunken fool but he was so lucky and clever that he became a god and now if a paladin swears an oath to the drunken sun they must become drunken fools but the god will guide them to glory
so i have one idea for a channel divinity were they can sense the location of rum and gold within 30 feet of them but should it be more then just rum and gold or should that be it?
the other channel divinity is called dance of the drunken fool were they create an aura that gets enemies intoxicated and makes them poisoned or makes them move in random directions
how big should the aura be and should it be poison or random directions?
Hey, don't know how much progress you've made on this but I'm willing to give some input. I like the ideas you have for the channel divinities, so here's how I would restructure them.
The first one should be generalized to be alcohol, coin, and gems in a 500-1,000 foot radius. Considering the fact that this would not have strong combat utility it should really be about getting directions to loot. It would be like a locate object spell, except I think the idea of the drunken sun paladin not knowing whether the ding they got was money or a drink very funny. Oh and maybe make it last a minute.
For the second, both ideas are good and I think you should make it both. Maybe change it from an aura to a single target? Or if you wanted to keep the aura idea, do a circle that is centered on yourself that forces all creatures of your choice to make a save. The circle's duration is instantaneous, either 10 or 15 foot circle, and similar time limit. Considering Vow of Enmity is free advantage on a single target for 1 minute, this might not be too busted.
Definitely consider the fact that your player will have to choose between the two when using their CD, so make them seem strong and worth thinking about when the player is given a choice. But of course not so strong that it ruins the game. Remember, you reserve the right to edit your homebrew even after handing off to your players.
The aura being the 7th level makes sense, so that's good. The poison on the attacks can work, just make sure that the poison condition is a saving throw and maybe consider putting in a clause where if they succeed on the save they are resistant to it for 24 hours. Helps with not having to make a save on every attack if the enemy are consistently succeeding.
Interesting idea to make it apart of the divine sense, how are you making that work in the builder? Also, is it still a CD or not? If not, what is going to replace it? If it still is a CD, it would suck to spend two of my resources to do one thing. In my opinion it is worth keeping as a CD, but I don't know what else you have planned.
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.
Not bad, try to go for more conventional distances. Like make the 70 feet either 60 feet or 120 feet. And the 50 feet on the teleport can be 60 feet. I might also suggest with the 20th lvl to not give the player too many dice to roll. It's fun to have a lot of dice, extra damage is great, but that can have some cascading effects on the fights. I think making them immune to being frightened (i forget if paladins naturally get something like this or not), and recontextualizing the teleport they get as a buff to their "adventure over prison", and making the extra damage a flat +10 poison or something. You can do one or all of those, up to you.
Some name ideas too
Guided by the Drunken Sun could be "Drunken Guidance" since it mirrors the other CD
The aura could be renamed "Aura of Intoxication"
The adventure one could be renamed "Freedom's Flee" or something relating to not being locked up. Being too wordy isn't great for a feature name
Also when writing out the features, look at how the official subclasses are written. As someone you has made subclasses before, that can help in guiding you some what. Specifically the language and flow of info
No problem, glad i could help. This looks like a cool class idea. If you ever decide to publish it on the site let me know and I'll up vote it. Try to playtest it before doing that though, you'll never know how busted or useless something might be till a player gets their hands on it
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
im making a paladin subclass called oath of the drunken sun. its about a group of paladins who are all the opposite of what a paladin should be(their all basically captain jack sparrow)and the story is that there once was a pirate who was just a drunken fool but he was so lucky and clever that he became a god and now if a paladin swears an oath to the drunken sun they must become drunken fools but the god will guide them to gloryso i have one idea for a channel divinity were they can sense the location of rum and gold within 30 feet of them but should it be more then just rum and gold or should that be it?
the other channel divinity is called dance of the drunken fool were they create an aura that gets enemies intoxicated and makes them poisoned or makes them move in random directions
how big should the aura be and should it be poison or random directions?
please feel free to give feed back
Hey, don't know how much progress you've made on this but I'm willing to give some input. I like the ideas you have for the channel divinities, so here's how I would restructure them.
The first one should be generalized to be alcohol, coin, and gems in a 500-1,000 foot radius. Considering the fact that this would not have strong combat utility it should really be about getting directions to loot. It would be like a locate object spell, except I think the idea of the drunken sun paladin not knowing whether the ding they got was money or a drink very funny. Oh and maybe make it last a minute.
For the second, both ideas are good and I think you should make it both. Maybe change it from an aura to a single target? Or if you wanted to keep the aura idea, do a circle that is centered on yourself that forces all creatures of your choice to make a save. The circle's duration is instantaneous, either 10 or 15 foot circle, and similar time limit. Considering Vow of Enmity is free advantage on a single target for 1 minute, this might not be too busted.
Definitely consider the fact that your player will have to choose between the two when using their CD, so make them seem strong and worth thinking about when the player is given a choice. But of course not so strong that it ruins the game. Remember, you reserve the right to edit your homebrew even after handing off to your players.
ok thank you this is helpfull
so i made some adjustments were i made the sensing ability part of the divine sense that paladins get
and the aura ability is now the aura ability that some paladin subclasses would normally get at 7th level
for channel divinity i made a ability were your weapon attacks for one chosen deal 1d6 poison damage and cause the poison condition
what do you guys think of these abilities
please feel free to give feed back it would be helpful
The aura being the 7th level makes sense, so that's good. The poison on the attacks can work, just make sure that the poison condition is a saving throw and maybe consider putting in a clause where if they succeed on the save they are resistant to it for 24 hours. Helps with not having to make a save on every attack if the enemy are consistently succeeding.
Interesting idea to make it apart of the divine sense, how are you making that work in the builder? Also, is it still a CD or not? If not, what is going to replace it? If it still is a CD, it would suck to spend two of my resources to do one thing. In my opinion it is worth keeping as a CD, but I don't know what else you have planned.
Looks good though, glad I can be of help.
no its not cd just divine sense
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 my first version of it
Not bad, try to go for more conventional distances. Like make the 70 feet either 60 feet or 120 feet. And the 50 feet on the teleport can be 60 feet.
I might also suggest with the 20th lvl to not give the player too many dice to roll. It's fun to have a lot of dice, extra damage is great, but that can have some cascading effects on the fights. I think making them immune to being frightened (i forget if paladins naturally get something like this or not), and recontextualizing the teleport they get as a buff to their "adventure over prison", and making the extra damage a flat +10 poison or something. You can do one or all of those, up to you.
Some name ideas too
Oath spell look good, like the ones you picked
Also when writing out the features, look at how the official subclasses are written. As someone you has made subclasses before, that can help in guiding you some what. Specifically the language and flow of info
thanks this is helpful and i really like the name suggestions especially the alcoholic angel one
No problem, glad i could help. This looks like a cool class idea. If you ever decide to publish it on the site let me know and I'll up vote it. Try to playtest it before doing that though, you'll never know how busted or useless something might be till a player gets their hands on it
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
make him pretty hard to get drunk