The title of this thread I think probably speaks for itself. I am designing a paladin subclass based on contractualism generally speaking. It can fit with a range of different moral systems, and is itself probably a more 'thin' oath. It requires fidelity to contract, covenant, and agreement, but does not necessarily say what other kinds of ideas are or values a paladin ought to hold. I imagine the paladins of an order associated with this oath could range in tasks from stewarding business or labor contracts, establishing political communities on the basis of social contract, to facilitating relations across the outer planes. In short, you can envision a paladin of this type could help to enforce devil contracts, punish an employer for abusing their workers, etc.
I would love to know what folks think of this conceptually, but most importantly about the balance of abilities.
A quick note: I have received at least one question about the wind spells for this subclass. I was thinking that gust, gust of wind, and wind wall constrict movement and the range of options available to opponents. And, to a certain degree wind wall constrains the caster as well. I thought this might be a nice way to reflect the nature of contracts which constrain the parties to it and place obligations upon them. I didn't want another subclass that had hold person, as that would make this subclass feel a bit redundant.
Let me know what you think!
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Obligation. The fulfillment of mutual agreement is necessary for social justice. Formal agreements by oaths and signs is rightfully binding, whether they are opaque or transparent.
Exchange. When a party gains a benefit it is reasonable to expect to lose something as well.
Steward. Safeguard agreements and take care that they are faithfully executed.
Enforce. Those who break their agreements ought to be brought into conformity with them, or otherwise brought to heel.
Hit Dice
Expend hit dice to fuel various Oath of Compact abilities.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shed Light. You can use your Channel Divinity to aid your skills of observation. As a bonus action, you grant yourself a bonus equal to your proficiency modifier to all Wisdom ability checks for the next 10 minutes.
Binding Penance. When you use your Divine Smite ability, you can use your Channel Divinity to expend a number of hit dice up to your proficiency modifier and roll them. You take radiant, necrotic, or force damage equal to the amount rolled. When you do so, you are surrounded by a 10 foot sphere of atmospheric disturbance which moves with you for the duration, and each creature within that sphere upon activation must make a Strength saving thrown. On a failure, they take the same amount of radiant damage rolled and are knocked prone. On a success, they take half damage. Each creature within the sphere other than you must expend 2 feet of movement for every 1 foot traveled. The sphere lasts for 10 minutes or until dismissed as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
In addition, you gain access to the gustcantrip. This counts as a Paladin Spell for you.
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage you can use your reaction to roll one of your hit dice, expending it in the process. You subtract the number rolled plus your Charisma modifier from the damage dealt. This feature doesn’t mitigate any other effects that might accompany the damage. Both you and the origin of the damage take damage of the same type equal to half the damage reduced by this ability.
At 18th level, the range of this aura increases to 30 feet.
Read the Fine Print
At level 15, you may use a bonus action to expend a hit die and gain truesight for the next minute.
Steward of The Concord
At 20th level, as an action, you can emanate a powerful atmospheric disturbance that dims the light around you. For 1 minute, bright light within a 30-foot radius of you becomes dim light, and dim light becomes non-magical darkness. For the duration, you also gain the following abilities.
Ranged attacks toward creatures you specify within 30 feet you have disadvantage.
When a creature you can see within 30 feet of you attacks another creature, you can use your reaction to try to interrupt the attack, forcing a Strength saving throw. On a failure, the attack misses and the creature is knocked prone if it is large size or smaller.
I am disappointed that no one has any thoughts on this subclass so far! Is it the case that the activity of active homebrewers has fallen off since last I posted?
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Hello all!
The title of this thread I think probably speaks for itself. I am designing a paladin subclass based on contractualism generally speaking. It can fit with a range of different moral systems, and is itself probably a more 'thin' oath. It requires fidelity to contract, covenant, and agreement, but does not necessarily say what other kinds of ideas are or values a paladin ought to hold. I imagine the paladins of an order associated with this oath could range in tasks from stewarding business or labor contracts, establishing political communities on the basis of social contract, to facilitating relations across the outer planes. In short, you can envision a paladin of this type could help to enforce devil contracts, punish an employer for abusing their workers, etc.
I would love to know what folks think of this conceptually, but most importantly about the balance of abilities.
A quick note: I have received at least one question about the wind spells for this subclass. I was thinking that gust, gust of wind, and wind wall constrict movement and the range of options available to opponents. And, to a certain degree wind wall constrains the caster as well. I thought this might be a nice way to reflect the nature of contracts which constrain the parties to it and place obligations upon them. I didn't want another subclass that had hold person, as that would make this subclass feel a bit redundant.
Let me know what you think!
---
Obligation. The fulfillment of mutual agreement is necessary for social justice. Formal agreements by oaths and signs is rightfully binding, whether they are opaque or transparent.
Exchange. When a party gains a benefit it is reasonable to expect to lose something as well.
Steward. Safeguard agreements and take care that they are faithfully executed.
Enforce. Those who break their agreements ought to be brought into conformity with them, or otherwise brought to heel.
Hit Dice
Expend hit dice to fuel various Oath of Compact abilities.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Shed Light. You can use your Channel Divinity to aid your skills of observation. As a bonus action, you grant yourself a bonus equal to your proficiency modifier to all Wisdom ability checks for the next 10 minutes.
Binding Penance. When you use your Divine Smite ability, you can use your Channel Divinity to expend a number of hit dice up to your proficiency modifier and roll them. You take radiant, necrotic, or force damage equal to the amount rolled. When you do so, you are surrounded by a 10 foot sphere of atmospheric disturbance which moves with you for the duration, and each creature within that sphere upon activation must make a Strength saving thrown. On a failure, they take the same amount of radiant damage rolled and are knocked prone. On a success, they take half damage. Each creature within the sphere other than you must expend 2 feet of movement for every 1 foot traveled. The sphere lasts for 10 minutes or until dismissed as a bonus action.
Oath Spells
You gain oath spells at the paladin levels listed.
In addition, you gain access to the gust cantrip. This counts as a Paladin Spell for you.
Oath of Devotion Spells
3rd
jump, illusory script
5th
gust of wind, wither and bloom
9th
tongues, wind wall
13th
banishment, secret chest
17th
contact other plane, planar binding
Martyr of Equity
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage you can use your reaction to roll one of your hit dice, expending it in the process. You subtract the number rolled plus your Charisma modifier from the damage dealt. This feature doesn’t mitigate any other effects that might accompany the damage. Both you and the origin of the damage take damage of the same type equal to half the damage reduced by this ability.
At 18th level, the range of this aura increases to 30 feet.
Read the Fine Print
At level 15, you may use a bonus action to expend a hit die and gain truesight for the next minute.
Steward of The Concord
At 20th level, as an action, you can emanate a powerful atmospheric disturbance that dims the light around you. For 1 minute, bright light within a 30-foot radius of you becomes dim light, and dim light becomes non-magical darkness. For the duration, you also gain the following abilities.
Ranged attacks toward creatures you specify within 30 feet you have disadvantage.
When a creature you can see within 30 feet of you attacks another creature, you can use your reaction to try to interrupt the attack, forcing a Strength saving throw. On a failure, the attack misses and the creature is knocked prone if it is large size or smaller.
You are under the effect of the jump spell.
You are immune to fall damage.
I am disappointed that no one has any thoughts on this subclass so far! Is it the case that the activity of active homebrewers has fallen off since last I posted?