I'm looking for community feedback on a paladin oath I'm making. It's designed to fit a ranger-esque theme, with the powerful oaths and ties of a paladin (somewhat inspired by the Night's Watch from Game of Thrones. The Guardian Angel ability I recognize to be more powerful than the correlated Oath of Vengeance ability I based it on, but that's due to my own playtesting that Avenging Angel isn't as impactful as I'd like.
Oath of the Vanguard
The Oath of the Vanguard is a sworn brotherhood of defenders, a pledge to serve in the highest way possible. Sometimes known as sentinels, watchers, or guardians, paladins that commit to the Oath of the Vanguard vow to protect the world from the darkness that lies at its edges. Beholden to no king or country, allied to no church or banner, they patrol the borders of the Material Realm in order to defend against usurpers and invaders. Their solemn mission requires overwhelming ideals of good, lest they fall prey to the very evil they seek to destroy. During times of darkness, when fey or fiends threaten the sovereignty of innocents, paladins arise, swearing the Oath of the Vanguard, to lead the charge against those who would corrupt the world.
Tenets of the Vanguard
Paladins swearing this oath devote their lives to the defense of others. Be it before a sepulcher or alone in wilds, the nature behind their vows calls upon a deep set ideal of righteousness and honor. While specific details vary between oaths, the tenets of the Oath of the Vanguard follow the same necessary principles.
Defense. We are the shield that guards the realms of innocence. We are the sword that strikes the heart of evil.
Protection. We will find no happiness in life, but we can keep others alive. We can defend those who can’t defend themselves.
Will. We must carry the torch that banishes the darkness. We must never let our flame die out.
Service. We must never let our guard fail. We must fight to the last. We must never forsake our duty.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Vanguard Spells
Paladin Level Spells
3rd sanctuary, guiding bolt .
5thmoon beam, misty step
9th revivify, beacon of hope .
13thbanishment, dimension door
17th hold monster, hallow .
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mark of Restitution.As a bonus action, you mystically mark an Evil-aligned creature within 60 feet of you, using your Channel Divinity. So long as you don’t lose sight of the creature, you gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points.
Abjure Darkness. You can use your Channel Divinity to invoke the power of light. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can see you must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute, and takes 2d10 radiant damage.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is blinded.
On a successful save, they take half damage, are not blinded, and do not reveal their true form.
Providence
By 7th level, your willpower infuses your defense with divine power. You gain the following Unarmoured Defense ability: While you are wearing no armor, you can add your Charisma modifier to your AC. In addition, you can add your Charisma modifier to initiative.
Censure of Retribution
By 15th level, your iron will overpowers the influence of evil. You emanate an aura of retribution in a 10 foot radius. When an enemy within this aura hits you with an attack, your next attack against this enemy deals additional radiant damage equal to your Charisma modifier. In addition, your allies have resistance to damage dealt by enemies within this aura.In addition, when an ally takes damage from an enemy, which is in the aura, that damage is reduced by 1d10 + your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Guardian Angel
At 20th level, you can channel your will to assume the form of an angelic sentinel. Using your action, you tap into the divine, and gain the following benefits for 1 hour:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of light in a 30 foot radius. You and all of your allies in the aura have advantage on saving throws against creature spells and abilities.
Allies in the aura of light regain 5 hitpoints at the start of each of your turns.
Once you use this feature, you can’t use it again until you finish a long rest.
Not sure what you think of this but if you are wanting them to be guardinans from outside influences from beyond the material plane Abberations my also be worth having your abilities effect.
Other than that this oath looks really cool.
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Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge Arborea - A Warforged Lvl 5 Hexblade Warlock Archive - A Autognome Lvl 3 Old One Warlock ER15 - A Autognome Lvl 7 Binder Warlock
I think that's a decent idea, but compared to other oath divinity options, I fear it may be too powerful. It will affect too many types of things. I'll look into how many aberrations are in the MM.
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I'm looking for community feedback on a paladin oath I'm making. It's designed to fit a ranger-esque theme, with the powerful oaths and ties of a paladin (somewhat inspired by the Night's Watch from Game of Thrones. The Guardian Angel ability I recognize to be more powerful than the correlated Oath of Vengeance ability I based it on, but that's due to my own playtesting that Avenging Angel isn't as impactful as I'd like.
Oath of the Vanguard
The Oath of the Vanguard is a sworn brotherhood of defenders, a pledge to serve in the highest way possible. Sometimes known as sentinels, watchers, or guardians, paladins that commit to the Oath of the Vanguard vow to protect the world from the darkness that lies at its edges. Beholden to no king or country, allied to no church or banner, they patrol the borders of the Material Realm in order to defend against usurpers and invaders. Their solemn mission requires overwhelming ideals of good, lest they fall prey to the very evil they seek to destroy. During times of darkness, when fey or fiends threaten the sovereignty of innocents, paladins arise, swearing the Oath of the Vanguard, to lead the charge against those who would corrupt the world.
Tenets of the Vanguard
Paladins swearing this oath devote their lives to the defense of others. Be it before a sepulcher or alone in wilds, the nature behind their vows calls upon a deep set ideal of righteousness and honor. While specific details vary between oaths, the tenets of the Oath of the Vanguard follow the same necessary principles.
Defense. We are the shield that guards the realms of innocence. We are the sword that strikes the heart of evil.
Protection. We will find no happiness in life, but we can keep others alive. We can defend those who can’t defend themselves.
Will. We must carry the torch that banishes the darkness. We must never let our flame die out.
Service. We must never let our guard fail. We must fight to the last. We must never forsake our duty.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Vanguard Spells
Paladin Level Spells
3rd sanctuary, guiding bolt .
5th moon beam, misty step
9th revivify, beacon of hope .
13th banishment, dimension door
17th hold monster, hallow .
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mark of Restitution. As a bonus action, you mystically mark an Evil-aligned creature within 60 feet of you, using your Channel Divinity. So long as you don’t lose sight of the creature, you gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points.
Abjure Darkness. You can use your Channel Divinity to invoke the power of light. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can see you must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute, and takes 2d10 radiant damage.
If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is blinded.
On a successful save, they take half damage, are not blinded, and do not reveal their true form.
Providence
By 7th level, your willpower infuses your defense with divine power. You gain the following Unarmoured Defense ability: While you are wearing no armor, you can add your Charisma modifier to your AC. In addition, you can add your Charisma modifier to initiative.
Censure of Retribution
By 15th level, your iron will overpowers the influence of evil. You emanate an aura of retribution in a 10 foot radius. When an enemy within this aura hits you with an attack, your next attack against this enemy deals additional radiant damage equal to your Charisma modifier.
In addition, your allies have resistance to damage dealt by enemies within this aura.In addition, when an ally takes damage from an enemy, which is in the aura, that damage is reduced by 1d10 + your Charisma modifier.At 18th level, the range of this aura increases to 30 feet.
Guardian Angel
At 20th level, you can channel your will to assume the form of an angelic sentinel. Using your action, you tap into the divine, and gain the following benefits for 1 hour:
Once you use this feature, you can’t use it again until you finish a long rest.
(All edits denoted by italics and
strikethrough.)Not sure what you think of this but if you are wanting them to be guardinans from outside influences from beyond the material plane Abberations my also be worth having your abilities effect.
Other than that this oath looks really cool.
Loex - A Lizardfolk Lvl 4/7/4 Hexblade Profane Blood Hunter/ Battlesmith Artificer/ Cleric of the Forge
Arborea - A Warforged Lvl 5 Hexblade Warlock
Archive - A Autognome Lvl 3 Old One Warlock
ER15 - A Autognome Lvl 7 Binder Warlock
DM - "Malign Intelligence"
I think that's a decent idea, but compared to other oath divinity options, I fear it may be too powerful. It will affect too many types of things. I'll look into how many aberrations are in the MM.