They have wronged you. It’s the stranger who insulted you days ago, the friend who stole your toy years ago, and the brigand who’s knife tore your flesh. Too many to count, too many to even remember, but when the blood boils inside and the rage overtakes your mind, you know it to be true. They have wronged you.
For some, rage is kindled in an instant and forgotten after the fact. But for barbarians who take the Path of Grievance, it has been stoked in secret for a lifetime and can never truly be quenched. Your rage begins the moment someone steps out of line, and doesn’t end until every last drop of blood is spilled.
Reflexive Rage: When you take this path at 3rd level, if you are targeted by an attack or damaging ability while you are not raging you may immediately enter rage as a reaction.
Grudges: Additionally at 3rd level, each time you are attacked while raging you may increase your rage damage bonus by half your proficiency modifier, rounded down, for the duration of your rage. You may use this feature a number of times equal to your constitution modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
Disproportionate Retribution: Beginning at 6th level, whenever you enter rage as a result of your Reflexive Rage feature you may make a melee weapon attack as part of that reaction. If the attack succeeds, it is an automatic critical.
Vindictive Curse: Starting at 10th level, spite permeates your soul so strongly the words you speak become laced with its venom. As a bonus action, you may cast the Hex spell without using a spell slot or the somatic and material components. When cast using this feature, Hex does not require concentration. Once you use this feature, you may not use it again until you finish a short or long rest.
Arcane Reprisal: At 14th level, your rage becomes potent enough to absorb magical energy. While raging, when you are targeted by a spell that affects only you of a level equal to or lower than your strength modifier, you may counter it as a reaction. As part of that reaction, you may also make a melee weapon attack against the caster, even if they are not within your weapon’s reach. If successful, you do not deal damage, but inflict the effects of the spell on the caster as if you had cast it. Once you use this feature, you may not use it again until you finish a long rest.
This archetype actually spawned entirely out of my desire to create a spell-parry ability. Its features are almost all reactive and, while that fits the theme, I'm concerned it might be too dependent on what enemies do. Also, all of its features have a limited number of uses, so I'm wondering if it might be under developed for long dungeon dives.
Oath of the Home
The road begins in a sleepy mountain cottage. It takes you across open prairies and wild seas. Through a dragon's fire and claws. Brings you new friends and bitter enemies. It hurts and heals you, leaving scars that never fade. But you haven't left that sleepy mountain cottage. The road takes you on ahead, yet still you march from its beginning.
The Oath of the Home is a simple one, and oft forgotten by the world at large. Paladins who take this oath are sometimes never recognized as paladins at all; unlike their high-minded kin, most are content to live fruitful lives with family and friends, only bringing arms to bear in times of desperate need. When personal enlightenment or a grand quest does call them to journey afar however, they possess an unyielding spirit that lets them carry the heaviest burdens and face hopeless danger without falling into despair. Most will carry custom made armor and weapons, either their own or gifts from close friends, adorned with trinkets to remind them of the life they will one day return to.
Tenets of the Home: Paladins of this oath bring the comfort of home and remembrance of family wherever they go. Home means something different to everyone, and the variety of oaths taken by these warriors reflects that. These are some common ideas.
Protection: Stand by your own, come hell or high water.
Comfort: Soothe the pain of daily toil and lift their spirits with food and warmth.
Softness: Do not let the road make you hard, remember where you come from.
Sanctuary: War belongs on the battlefield, never in the home.
Community: You have neighbors everywhere, ask for help and offer in kind.
Prosperity: Always work to improve the conditions around you.
Oath Spells: You gain oath spells at the paladin level listed.
3rd: Unseen Servant / Purify Food and Drink
5th: Rope Trick / Warding Bond
9th: Tiny Hut / Wind Wall
13th: Death Ward / Secret Chest
17th: Wall of Stone / Teleportation Circle
Channel Divinity: When you take this oath, you gain the following two Channel Divinity options.
Song of Home: As a bonus action, you call upon memories of better days to push back the dark shroud of death. For the next minute, anytime an unconscious allied creature within earshot would become stabilized, it instead regains hit points equal to your charisma modifier (minimum of 1).
Tools to Build: As an action, you may touch an object no larger than a 10 foot cube that is not being worn or carried with your holy symbol. For one hour, that object is either immovable or unbreakable, chosen when you activate this feature. You may suspend or renew the effect at will. For the duration, your Lay on Hands ability can be used on objects and you know the mending cantrip.
Aura of Plenty: At 7th level, your presence causes items to produce a greater effect. You and all allies within 10 feet have advantage on skill checks using tools and kits, and anytime you would roll dice for a non-magical item’s effect you may use the highest value instead.
At 18th level, the range of this aura increases to 30 feet.
Replenishing Rest: At 15th level, even a short rest is enough to rejuvenate some of the power within you. Once per day during a short rest, you may replenish your Lay on Hands pool by an amount equal to twice your paladin level. Alternatively, you may recover spell slots of a combined level equal to or less than one fifth of your paladin level.
Strength of Fellowship: At 20th level, your devotion to the place you call home allows you to pull yourself and others through incredible hardship. As an action, you gain the following effects for 1 hour:
You have resistance to fire, lightning, and cold damage.
You and all allies within 30 feet are immune to the effects of exhaustion, extreme heat, and extreme cold, can move normally through difficult terrain, and cannot have your maximum hit points reduced.
As long as you can see at least one conscious allied creature, falling to 0 hit points does not knock you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage at 0 hit points. If you would die while this feature is active, you may delay that effect until it ends.
Once you use this feature, you can’t use it again until you finish a long rest.
I wanted to try making a paladin archetype that was more focused on out of combat utility and exploration. I feel like I came up with something off-beat and thematic, but I have no idea if its balanced or not. I tied two of the early abilities to item use, so their usefulness really depends on creativity and how much the party uses their inventory. Also, I'm not sure if I went overboard on the capstone. I mean, it's not much more than what barbarian zealots get at 14th level, right?
I did my best to get these as balanced and well-formatted as I could with my limited experience and resources. More than anything, I'd like to take them into a game someday when I have the time and a group again. So, I'm here now asking any players or DMs out there: how'd I do? Are these well-balanced? Overpowered or underpowered? Is the wording clear and are the abilities easy to understand? Are the themes on point, or did my incessant need for quirky abilities get the better of me again?
this is a very old post, and i'm not experienced enough to give you advice, but i really love this oath! it fits what i was looking for my character so well so thank you
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Righty-o, I'm new, and I come bearing subclasses.
Path of Grievances
They have wronged you. It’s the stranger who insulted you days ago, the friend who stole your toy years ago, and the brigand who’s knife tore your flesh. Too many to count, too many to even remember, but when the blood boils inside and the rage overtakes your mind, you know it to be true. They have wronged you.
For some, rage is kindled in an instant and forgotten after the fact. But for barbarians who take the Path of Grievance, it has been stoked in secret for a lifetime and can never truly be quenched. Your rage begins the moment someone steps out of line, and doesn’t end until every last drop of blood is spilled.
Reflexive Rage: When you take this path at 3rd level, if you are targeted by an attack or damaging ability while you are not raging you may immediately enter rage as a reaction.
Grudges: Additionally at 3rd level, each time you are attacked while raging you may increase your rage damage bonus by half your proficiency modifier, rounded down, for the duration of your rage. You may use this feature a number of times equal to your constitution modifier (minimum of 1). When you finish a long rest, you regain all expended uses.
Disproportionate Retribution: Beginning at 6th level, whenever you enter rage as a result of your Reflexive Rage feature you may make a melee weapon attack as part of that reaction. If the attack succeeds, it is an automatic critical.
Vindictive Curse: Starting at 10th level, spite permeates your soul so strongly the words you speak become laced with its venom. As a bonus action, you may cast the Hex spell without using a spell slot or the somatic and material components. When cast using this feature, Hex does not require concentration. Once you use this feature, you may not use it again until you finish a short or long rest.
Arcane Reprisal: At 14th level, your rage becomes potent enough to absorb magical energy. While raging, when you are targeted by a spell that affects only you of a level equal to or lower than your strength modifier, you may counter it as a reaction. As part of that reaction, you may also make a melee weapon attack against the caster, even if they are not within your weapon’s reach. If successful, you do not deal damage, but inflict the effects of the spell on the caster as if you had cast it. Once you use this feature, you may not use it again until you finish a long rest.
This archetype actually spawned entirely out of my desire to create a spell-parry ability. Its features are almost all reactive and, while that fits the theme, I'm concerned it might be too dependent on what enemies do. Also, all of its features have a limited number of uses, so I'm wondering if it might be under developed for long dungeon dives.
Oath of the Home
The road begins in a sleepy mountain cottage. It takes you across open prairies and wild seas. Through a dragon's fire and claws. Brings you new friends and bitter enemies. It hurts and heals you, leaving scars that never fade. But you haven't left that sleepy mountain cottage. The road takes you on ahead, yet still you march from its beginning.
The Oath of the Home is a simple one, and oft forgotten by the world at large. Paladins who take this oath are sometimes never recognized as paladins at all; unlike their high-minded kin, most are content to live fruitful lives with family and friends, only bringing arms to bear in times of desperate need. When personal enlightenment or a grand quest does call them to journey afar however, they possess an unyielding spirit that lets them carry the heaviest burdens and face hopeless danger without falling into despair. Most will carry custom made armor and weapons, either their own or gifts from close friends, adorned with trinkets to remind them of the life they will one day return to.
Tenets of the Home: Paladins of this oath bring the comfort of home and remembrance of family wherever they go. Home means something different to everyone, and the variety of oaths taken by these warriors reflects that. These are some common ideas.
Oath Spells: You gain oath spells at the paladin level listed.
Channel Divinity: When you take this oath, you gain the following two Channel Divinity options.
Aura of Plenty: At 7th level, your presence causes items to produce a greater effect. You and all allies within 10 feet have advantage on skill checks using tools and kits, and anytime you would roll dice for a non-magical item’s effect you may use the highest value instead.
At 18th level, the range of this aura increases to 30 feet.
Replenishing Rest: At 15th level, even a short rest is enough to rejuvenate some of the power within you. Once per day during a short rest, you may replenish your Lay on Hands pool by an amount equal to twice your paladin level. Alternatively, you may recover spell slots of a combined level equal to or less than one fifth of your paladin level.
Strength of Fellowship: At 20th level, your devotion to the place you call home allows you to pull yourself and others through incredible hardship. As an action, you gain the following effects for 1 hour:
Once you use this feature, you can’t use it again until you finish a long rest.
I wanted to try making a paladin archetype that was more focused on out of combat utility and exploration. I feel like I came up with something off-beat and thematic, but I have no idea if its balanced or not. I tied two of the early abilities to item use, so their usefulness really depends on creativity and how much the party uses their inventory. Also, I'm not sure if I went overboard on the capstone. I mean, it's not much more than what barbarian zealots get at 14th level, right?
I did my best to get these as balanced and well-formatted as I could with my limited experience and resources. More than anything, I'd like to take them into a game someday when I have the time and a group again. So, I'm here now asking any players or DMs out there: how'd I do? Are these well-balanced? Overpowered or underpowered? Is the wording clear and are the abilities easy to understand? Are the themes on point, or did my incessant need for quirky abilities get the better of me again?
this is a very old post, and i'm not experienced enough to give you advice, but i really love this oath! it fits what i was looking for my character so well so thank you