The idea behind it is to be a paladin closer to nature deities such as Silvanus or Mielikki for example, and has its feats and spells oriented more towards nature.
Furthermore what I wanted to achieve with this Oath is to make a paladin that is more traditionally geared towards being a tank (being more oriented towards crowd control and keeping opponents close to you as well as having an aura of difficult terrain around the paladin)
I would like to have some opinions on what could be improved, what might be too strong or perhaps too weak and perhaps some other ideas of what can be incorporated to gear towards this playstyle.
And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.
Is this advantage from the aura against checks forced by creatures within the aura? Just thinking about spells or other effects that are cast from further away that would attempt to knock you prone.
And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.
Is this advantage from the aura against checks forced by creatures within the aura? Just thinking about spells or other effects that are cast from further away that would attempt to knock you prone.
The advantage against grapples, being moved or being knocked prone is both within and outside of the aura
And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.
Is this advantage from the aura against checks forced by creatures within the aura? Just thinking about spells or other effects that are cast from further away that would attempt to knock you prone.
The advantage against grapples, being moved or being knocked prone is both within and outside of the aura
Ok that makes sense thanks!
I think overall it looks good, what I would do if I were you would be to look over Oath of the Ancients to make sure it's different enough from that to warrant making the new subclass, and you could even take it a step further and customize based off that to take it from the half-nature-half-fey to more nature focused, while still keeping the core of what WotC has done the work on playtesting.
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So a while ago I've made a homebrew subclass for paladins called the Oath of Nature for a player that wanted to play a druid-ish paladin
https://www.dndbeyond.com/subclasses/1422589-oath-of-nature
The idea behind it is to be a paladin closer to nature deities such as Silvanus or Mielikki for example, and has its feats and spells oriented more towards nature.
Furthermore what I wanted to achieve with this Oath is to make a paladin that is more traditionally geared towards being a tank (being more oriented towards crowd control and keeping opponents close to you as well as having an aura of difficult terrain around the paladin)
I would like to have some opinions on what could be improved, what might be too strong or perhaps too weak and perhaps some other ideas of what can be incorporated to gear towards this playstyle.
Thank you for any feedback!
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
Is this advantage from the aura against checks forced by creatures within the aura? Just thinking about spells or other effects that are cast from further away that would attempt to knock you prone.
The advantage against grapples, being moved or being knocked prone is both within and outside of the aura
Homebrews!
Subclasses: The Agrippa | Oath of the Gambler | Isekai Domain | Path of the Starcallers | Oath of Nature | Vanguard
Spells: Lyneus' Chained Dance | Lyneus' Aftershock | Hex of Inversion | Zone of Inversion | Defenestrate Creature | Greater Shield | Merle's Revealing Web | Merle's Wavelength Manipulation | Merle's Burning Muscles
Feats: Mobile Retriever | Dual Mind | Tenacious
Items: Ring of the Spectral Rider | Cursed Mocking Sword
Ok that makes sense thanks!
I think overall it looks good, what I would do if I were you would be to look over Oath of the Ancients to make sure it's different enough from that to warrant making the new subclass, and you could even take it a step further and customize based off that to take it from the half-nature-half-fey to more nature focused, while still keeping the core of what WotC has done the work on playtesting.