Hello, I am just finished creating a homebrew paladin subclass. Just need feedback on if it is balanced or not thanks.
OATH OF THE COMMON FOLK A paladin who takes this oath becomes dedicated to the protection and upliftment of the common people, advocating for equality, solidarity, and justice. These paladins serve as champions for the oppressed, fighting against tyranny and exploitation while promoting a society where everyone works together for the common good.
Tenets of Unity
Paladins who take the Oath of the Common Folk must adhere to the following tenets:
Solidarity: Stand with the oppressed and marginalized. Unite the people against tyranny and injustice.
Equity: Promote fairness and equal opportunity for all. Wealth and resources should be shared among the community.
Service: Serve the common people selflessly. Your strength is not for personal gain, but for the upliftment of the community.
Collectivism: Value the contributions of all individuals. Every person has a role to play in the tapestry of society.
Channel Divinity: Of the People, By the People, For the People
Call to Arms: As an action, you can expend one use of your Channel Divinity to inspire your allies to rise against oppression. Each ally within 30 feet of you can use their reaction to move up to their speed without provoking opportunity attacks. Additionally, they gain temporary hit points equal to your Charisma modifier.
Equalize: You can use your Channel Divinity to redistribute power among your allies. As a bonus action, you can choose up to three creatures within 30 feet of you. Each chosen creature can either gain or lose a number of hit points equal to your paladin level (your choice). You may only choose creatures that are not hostile towards each other.
Aura of Empowerment
You and your allies receive a bonus to all ability checks equal to your charisma modifier, while they are under your aura of protection. They also gain the ability to remove one level of exhaustion as a bonus action, but can only do this once until you take a long rest.
Empowering Shield
At 15th level, your bond with the common folk allows you to channel their strength. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can use this feature once per long rest.
Additionally, when you deal damage with a melee weapon attack, you can choose to grant temporary hit points equal to half the damage dealt (rounded down) to a friendly creature within 30 feet of you.
By the Hammer and the Sickle
By 20th level, your concept of justices and equality has augmented your powers to unnatural levels.
Sickle: If you see a creature within 50ft of you take damage, you can choose to take the damage instead, and gain a boost to the creature’s armour class, equal to your charisma modifier.
Hammer: You and your allies strive to strengthen one another. During a long or short rest, you can tinker with any-non magical weapon in your inventory. This weapon gains a bonus to damage rolls equal to your charisma modifier. This extra damage counts as radiant. This effect lasts until the item breaks, runs out of ammunition (if it requires any), or if you fall unconscious or die. Additionally, you gain proficiency in strength saving throws.
Rollback Post to RevisionRollBack
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________ Check out my homebrew: My Homebrew
Hello, I am just finished creating a homebrew paladin subclass. Just need feedback on if it is balanced or not thanks.
OATH OF THE COMMON FOLK
A paladin who takes this oath becomes dedicated to the protection and upliftment of the common people, advocating for equality, solidarity, and justice. These paladins serve as champions for the oppressed, fighting against tyranny and exploitation while promoting a society where everyone works together for the common good.
Tenets of Unity
Paladins who take the Oath of the Common Folk must adhere to the following tenets:
Channel Divinity: Of the People, By the People, For the People
Call to Arms: As an action, you can expend one use of your Channel Divinity to inspire your allies to rise against oppression. Each ally within 30 feet of you can use their reaction to move up to their speed without provoking opportunity attacks. Additionally, they gain temporary hit points equal to your Charisma modifier.
Equalize: You can use your Channel Divinity to redistribute power among your allies. As a bonus action, you can choose up to three creatures within 30 feet of you. Each chosen creature can either gain or lose a number of hit points equal to your paladin level (your choice). You may only choose creatures that are not hostile towards each other.
Aura of Empowerment
You and your allies receive a bonus to all ability checks equal to your charisma modifier, while they are under your aura of protection. They also gain the ability to remove one level of exhaustion as a bonus action, but can only do this once until you take a long rest.
Empowering Shield
At 15th level, your bond with the common folk allows you to channel their strength. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can use this feature once per long rest.
Additionally, when you deal damage with a melee weapon attack, you can choose to grant temporary hit points equal to half the damage dealt (rounded down) to a friendly creature within 30 feet of you.
By the Hammer and the Sickle
By 20th level, your concept of justices and equality has augmented your powers to unnatural levels.
Sickle: If you see a creature within 50ft of you take damage, you can choose to take the damage instead, and gain a boost to the creature’s armour class, equal to your charisma modifier.
Hammer: You and your allies strive to strengthen one another. During a long or short rest, you can tinker with any-non magical weapon in your inventory. This weapon gains a bonus to damage rolls equal to your charisma modifier. This extra damage counts as radiant. This effect lasts until the item breaks, runs out of ammunition (if it requires any), or if you fall unconscious or die. Additionally, you gain proficiency in strength saving throws.
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
__________________________________________________________________________________
Check out my homebrew: My Homebrew
Looks good to me it’s good for more of a pacifist role in a party