I'm going to provide some background here, in terms of actual lore/background of this class, so some of it makes sense. Feel free to skip it, but know this - I haven't created this with compatibility in mind. The TL;DR is that Oath of the Death Lily Paladins are specifically an elite corp of Warforged, designed to fight a calamity that showed up in the world known as the Maw.
Lore:
In my homebrew world, 212 years ago a massive calamity known as "The Maw" appeared, swallowing up a highly advanced nation and sending hordes of creatures called "Mawspawn" to other nations, in an attempt to advance its boundaries. Think Zerg from SC2, but red and more fleshy. These creatures called all share regenerative capabilities, and house a "Spirit Lily" flower, which effectively powers them.
To the east, the dwarven nation of Arstend created an elite corp of Warforged to fight them, known as The "Death Lilies." These warriors all have a "Death Lily" core, a flower that gives them both their name and their necromantic ability. Their whole schtick is to have access to necrotic damage (Mawspawn have vulnerability to it), and to be able to negate their regenerative effect. That said, I want them to still be effective elsewhere. Think sort of like a ranger; It can be good elsewhere, but will excel against their specific quarry.
The reason that these guys are Paladins specifically is since I have a player who is currently playing a Paladin, and I'm planning on offering him a subclass swap soon, since he had designed it with the intent of fighting Mawspawn but not really hitting the mark.
Specific Feedback:
I've listed any specific feedback I've pointed out below, notably things that I subjected the most changes to. That said, feel free to critique anything - These are just things I'm looking for specific information on.
Level 3: Definitely one of the larger points, I wanna see what people think of the chosen subclass spells, alongside the channel divinities. One note about the spells, you'll notice a few that may seem out of place, such as tongues. My reasoning for this is since these soldiers served as bodyguards and emissaries while not in war. However, if you can think of any better or more appropriate spells, let me know. Additionally, you'll notice they have four level three features, instead of the usual two. One simply reflavors their smites to deal necrotic damage, and the other allows them to target Mawspawn in class features such as Divine Sense and spells such as Magic Circle
Level 7: I'll be honest - I'm not sure how powerful the ability to nullify healing in a 10 foot radius is, or whether its worthy as a level 7 aura. Again, it fits into the theme of necromantic energy/denying healing, but I would want to know how it sounds, balance-wise overall
Level 15: This one is more simple, so I won't explain as much - Just how it sounds, balance wise
Level 20: Looking at other paladins and subclasses, I saw a few go the route of giving them some sort of power boost for a minute, and I decided to go that route here. I'm wondering whether or not the abilities here really seem worth it, or inversely too powerful. I've never played a game reaching T4, so I'm a bit lost here haha
Massive thanks to anyone that helps me out with this! I've been looking for feedback on this for a few days now, and I'd appreciate absolutely anything.
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https://www.dndbeyond.com/subclasses/964360-oath-of-the-death-lily
Hey all!
I'm going to provide some background here, in terms of actual lore/background of this class, so some of it makes sense. Feel free to skip it, but know this - I haven't created this with compatibility in mind. The TL;DR is that Oath of the Death Lily Paladins are specifically an elite corp of Warforged, designed to fight a calamity that showed up in the world known as the Maw.
Lore:
In my homebrew world, 212 years ago a massive calamity known as "The Maw" appeared, swallowing up a highly advanced nation and sending hordes of creatures called "Mawspawn" to other nations, in an attempt to advance its boundaries. Think Zerg from SC2, but red and more fleshy. These creatures called all share regenerative capabilities, and house a "Spirit Lily" flower, which effectively powers them.
To the east, the dwarven nation of Arstend created an elite corp of Warforged to fight them, known as The "Death Lilies." These warriors all have a "Death Lily" core, a flower that gives them both their name and their necromantic ability. Their whole schtick is to have access to necrotic damage (Mawspawn have vulnerability to it), and to be able to negate their regenerative effect. That said, I want them to still be effective elsewhere. Think sort of like a ranger; It can be good elsewhere, but will excel against their specific quarry.
The reason that these guys are Paladins specifically is since I have a player who is currently playing a Paladin, and I'm planning on offering him a subclass swap soon, since he had designed it with the intent of fighting Mawspawn but not really hitting the mark.
Specific Feedback:
I've listed any specific feedback I've pointed out below, notably things that I subjected the most changes to. That said, feel free to critique anything - These are just things I'm looking for specific information on.
Level 3: Definitely one of the larger points, I wanna see what people think of the chosen subclass spells, alongside the channel divinities. One note about the spells, you'll notice a few that may seem out of place, such as tongues. My reasoning for this is since these soldiers served as bodyguards and emissaries while not in war. However, if you can think of any better or more appropriate spells, let me know. Additionally, you'll notice they have four level three features, instead of the usual two. One simply reflavors their smites to deal necrotic damage, and the other allows them to target Mawspawn in class features such as Divine Sense and spells such as Magic Circle
Level 7: I'll be honest - I'm not sure how powerful the ability to nullify healing in a 10 foot radius is, or whether its worthy as a level 7 aura. Again, it fits into the theme of necromantic energy/denying healing, but I would want to know how it sounds, balance-wise overall
Level 15: This one is more simple, so I won't explain as much - Just how it sounds, balance wise
Level 20: Looking at other paladins and subclasses, I saw a few go the route of giving them some sort of power boost for a minute, and I decided to go that route here. I'm wondering whether or not the abilities here really seem worth it, or inversely too powerful. I've never played a game reaching T4, so I'm a bit lost here haha
Massive thanks to anyone that helps me out with this! I've been looking for feedback on this for a few days now, and I'd appreciate absolutely anything.