I created two new homebrew paladin subclasses, and I would like some feedback. Spell lists especially, since I am terrible at making them.
Oath of Antimagic:
Paladins who swear the oath of antimagic dedicate their lives to the removal of magic or a certain type of magic. Your paladin might oppose arcane magic, all evil magic, or illusion magic.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
AbjuretheArcane. When a creature within 30 feet of you casts a spell, you can use your reaction to block the casting. If the spell is of first level or higher and the slot used in the casting is of a level you can cast, the casting fails and the spell slot is wasted. If the spell is of first level or higher and the spell slot used in the casting is of a level you cannot cast, the creature must make an ability check using their spellcasting ability modifier. They are considered proficient in this check. On a failure, the casting fails and the spell slot is wasted. On a success, the casting succeeds.
The DC for this check equals your paladin spell save DC minus the difference between the level of spell slot expended and the highest level of paladin spell slot you have (example: if the caster is casting fireball using a 3rd level spell slot, and you are a 7th level paladin with a spell save DC of 15, the DC for the caster’s check would be 14. You would have access to 2nd level spells. A third level spell slot is used in the casting, which is one level higher than 2nd, so 1 is subtracted from your spell save DC of 15.)
DispellingStrike. When you hit a creature with a melee weapon attack, you can use a bonus action to disable any magic affecting them. One spell affecting the target is dispelled. If the target is not currently affected by a spell, or the spell affecting them is of a level higher than your proficiency bonus, the target instead takes force damage equal to 1d10 + your paladin level.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells that would cause you to become Charmed or Restrained (such as Charm Person and Hold Person). Creatures cannot gain this benefit while you are Incapacitated.
At 18th level, the range of this aura increases to 30 feet.
Arcane Resistance
At 15th level, when you use your abjure the arcane, you no longer subtract the spell slot level difference from the DC of the caster’s ability check. Additionally, you gain resistance to the damage of spells.
Render of the Weave
At 20th level, as an action, you can distort the force of magic around you. When you do so, you gain the following benefits for 1 minute:
You cannot be targeted by any spell attack
You have advantage on saving throws against spells
A creature automatically fails its concentration saving throw if you dealt damage to it with a weapon attack.
This effect ends early if you are incapacitated or you die. Once you use this feature you cannot use it again until you finish a long rest
Oath of Secrets:
Paladins who swear this oath do so to protect some powerful secret. Yours might be the location of a secret passage, An archdevil’s true name, or the means of becoming a god.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
VeilofSecrets. As an action, you present your holy symbol and creatures of your choice up to a number equal to your proficiency bonus plus your charisma modifier (minimum +1) have a shadowy veil drawn over their eyes, and all sounds are muffled to them. Affected creatures are Blinded and Deafened. If an affected creature is targeted by an attack, or must make a saving throw, It regains the ability to see and hear before the attack hits or it is forced to make a saving throw.
This effect lasts for 1 minute. It ends early if you are Incapacitated or choose to end it as a bonus action.
------------------------------------------------------------------------------ Not sure. Need ideas for second channel divinity. ------------------------------------------------------------------------------
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, friendly creatures within 10 feet of you can speak telepathically to anyone else in the aura. They can also perform the verbal components of spells telepathically if the spell only affects creatures within the aura. This aura persists only while you are conscious.
At 18th level, the range of this aura increases to 30 feet
Punish the Disruptive
Beginning at 15th level, if a creature within your Aura of Silence makes an attack roll or forces a saving throw against another creature in the aura, you can choose to deal psychic damage to that creature equal to your paladin level.
Enigmatic Guardian
At 20th level, as an action, you can lock down your mind to protect it. You gain the following benefits for 1 minute:
Your mind cannot be read by any means other than a Wish spell, and any spells or ability checks to determine if you are truthful automatically fail.
You gain resistance to psychic damage
You gain advantage on saving throws against being charmed or frightened
This effect ends early if you fall unconscious or you die. Once you use this feature, you cannot use it again until you finish a long rest
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I created two new homebrew paladin subclasses, and I would like some feedback. Spell lists especially, since I am terrible at making them.
Oath of Antimagic:
Paladins who swear the oath of antimagic dedicate their lives to the removal of magic or a certain type of magic. Your paladin might oppose arcane magic, all evil magic, or illusion magic.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure the Arcane. When a creature within 30 feet of you casts a spell, you can use your reaction to block the casting. If the spell is of first level or higher and the slot used in the casting is of a level you can cast, the casting fails and the spell slot is wasted. If the spell is of first level or higher and the spell slot used in the casting is of a level you cannot cast, the creature must make an ability check using their spellcasting ability modifier. They are considered proficient in this check. On a failure, the casting fails and the spell slot is wasted. On a success, the casting succeeds.
The DC for this check equals your paladin spell save DC minus the difference between the level of spell slot expended and the highest level of paladin spell slot you have (example: if the caster is casting fireball using a 3rd level spell slot, and you are a 7th level paladin with a spell save DC of 15, the DC for the caster’s check would be 14. You would have access to 2nd level spells. A third level spell slot is used in the casting, which is one level higher than 2nd, so 1 is subtracted from your spell save DC of 15.)
Dispelling Strike. When you hit a creature with a melee weapon attack, you can use a bonus action to disable any magic affecting them. One spell affecting the target is dispelled. If the target is not currently affected by a spell, or the spell affecting them is of a level higher than your proficiency bonus, the target instead takes force damage equal to 1d10 + your paladin level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Antimagic Spells
3rd
detect magic, bane
5th
branding smite, misty step
9th
dispel magic, haste
13th
greater invisibility, private sanctum
17th
hallow, wall of force
Aura of Magic Resistance
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells that would cause you to become Charmed or Restrained (such as Charm Person and Hold Person). Creatures cannot gain this benefit while you are Incapacitated.
At 18th level, the range of this aura increases to 30 feet.
Arcane Resistance
At 15th level, when you use your abjure the arcane, you no longer subtract the spell slot level difference from the DC of the caster’s ability check. Additionally, you gain resistance to the damage of spells.
Render of the Weave
At 20th level, as an action, you can distort the force of magic around you. When you do so, you gain the following benefits for 1 minute:
This effect ends early if you are incapacitated or you die. Once you use this feature you cannot use it again until you finish a long rest
Oath of Secrets:
Paladins who swear this oath do so to protect some powerful secret. Yours might be the location of a secret passage, An archdevil’s true name, or the means of becoming a god.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Veil of Secrets. As an action, you present your holy symbol and creatures of your choice up to a number equal to your proficiency bonus plus your charisma modifier (minimum +1) have a shadowy veil drawn over their eyes, and all sounds are muffled to them. Affected creatures are Blinded and Deafened. If an affected creature is targeted by an attack, or must make a saving throw, It regains the ability to see and hear before the attack hits or it is forced to make a saving throw.
This effect lasts for 1 minute. It ends early if you are Incapacitated or choose to end it as a bonus action.
------------------------------------------------------------------------------
Not sure. Need ideas for second channel divinity.
------------------------------------------------------------------------------
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Secrets Spells
3rd
fog cloud, expeditious retreat
5th
arcane lock, silence
9th
glyph of warding, spirit guardians
13th
greater invisibility, dimension door
17th
cloudkill, modify memory
Aura of Silence
Starting at 7th level, friendly creatures within 10 feet of you can speak telepathically to anyone else in the aura. They can also perform the verbal components of spells telepathically if the spell only affects creatures within the aura. This aura persists only while you are conscious.
At 18th level, the range of this aura increases to 30 feet
Punish the Disruptive
Beginning at 15th level, if a creature within your Aura of Silence makes an attack roll or forces a saving throw against another creature in the aura, you can choose to deal psychic damage to that creature equal to your paladin level.
Enigmatic Guardian
At 20th level, as an action, you can lock down your mind to protect it. You gain the following benefits for 1 minute:
This effect ends early if you fall unconscious or you die. Once you use this feature, you cannot use it again until you finish a long rest