Wow, you've been playing longer than me GoodBovine. I assume you are a player more than a DM, then, am I correct?
Thanks so much for all the feedback! It was helpful. I gave some clarifications and feedback on your feedback. I really like this subclass that I've made, and will include it in my games.
I changed my name mostly because my previous name was stupid, and I wanted to have a name that connects to my current project (tor-eal).
You got it! DMing is kinda a newish thing for me.
I didsome number crunching with your 20th level ability, take a look.
I cant wait for it to be finished. With your permission, I will prolly run a PbP in the realm. Just gotta find the time.....
The Oath of Souls is sworn by individuals who wish to assist the deceased, the undead, and others who should be dead pass on into the afterlife. Also known as Spirit Guides or Death Watchers, these paladins typically swear themselves to deities of the afterlife, but can instead vow only to cause death to come to those that should be dead.
Death Watchers dedicate themselves to maintaining the strict line between death and life, and they typically are not fond of resurrection or reanimation magic due to this. They don't have any ire for zombies, skeletons, and other soulless undead, as they are mere animations of dead creatures, but they do hate incorporeal undead and other undead that have souls. They hunt and destroy ghosts, liches, death knights, and other undead that retain their souls, and they do the same for those who have cheated death. They tend to serve death gods, such as the Raven Queen, Hades, Thanatos, Erebos, and other powers who maintain the afterlife.
TENETS OF SOULS
The tenets of the Oath of Souls uphold these paladins' vows to protect the afterlife's system and keep the dead dead.
Dead is dead. Death is the end of life, and is meant to be. Protect this balance and kill those who have died and returned, or cheated death.
Uphold the balance. The multiverse is balanced on how the afterlife functions. Protect this system with your life.
Inevitability. Death is inevitable, and cannot and must not be cheated. Destruction shall come to all those who test the strength of death and try the mechanisms of the afterlife. All must accept death or have it forced upon them.
Channel Divinity
When you take this oath at level 3, you gain the following Channel Divinity options.
Cloak of Death. As a bonus action, you may expend your Channel Divinity to wreath yourself in negative energy, protecting you from the attacks of undead. This effect lasts for the next minute or until you choose to end it as a bonus action. During this time, your hit point maximum and natural ability scores cannot be reduced in any way, and if you are not already resistant to necrotic damage, you gain resistance to it. If you were already resistant to necrotic damage, during this time you have immunity to necrotic damage.
Path to the Grave. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn, using your Channel Divinity. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Souls table.
Starting at level 7, an aura of necrotic energy shields you and your allies, while also empowering your own attacks. The aura extends 10 feet in every direction, but not through total cover. You and every ally within the aura gains resistance to necrotic damage, as long as you are not incapacitated.
Additionally, whenever you deal radiant damage to a creature within this aura, you instead deal necrotic damage, and you ignore resistance to necrotic damage to creatures in this aura.
At 18th level, this aura's radius becomes 30 feet.
Harvester of Dying Breath
At 15th level, when an enemy within 60 feet of you dies, you may use your reaction to regain a use of your Channel Divinity. You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you finish a long rest.
Keeper of Spirits
At level 20, you become a guide of the dead and dying, allowing you to harness the necrotic energy that suffuses your soul and body. As an action, you can surround your form with dying energy of those who have passed on, gaining the following benefits for the next minute:
You gain resistance to all damage.
When you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
You gain a flying speed equal to your walking speed. You also become incorporeal, allowing you to move through objects and creatures as if they were difficult terrain. If you end your turn inside another object or creature's space, you take 1d10 force damage that you are not resistant to.
Once you use this feature, you cannot do so again until you finish a long rest.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
The Oath of Souls is sworn by individuals who wish to assist the deceased, the undead, and others who should be dead pass on into the afterlife. Also known as Spirit Guides or Death Watchers, these paladins typically swear themselves to deities of the afterlife, but can instead vow only to cause death to come to those that should be dead.
Death Watchers dedicate themselves to maintaining the strict line between death and life, and they typically are not fond of resurrection or reanimation magic due to this. They don't have any ire for zombies, skeletons, and other soulless undead, as they are mere animations of dead creatures, but they do hate incorporeal undead and other undead that have souls. They hunt and destroy ghosts, liches, death knights, and other undead that retain their souls, and they do the same for those who have cheated death. They tend to serve death gods, such as the Raven Queen, Hades, Thanatos, Erebos, and other powers who maintain the afterlife.
TENETS OF SOULS
The tenets of the Oath of Souls uphold these paladins' vows to protect the afterlife's system and keep the dead dead.
Dead is dead. Death is the end of life, and is meant to be. Protect this balance and kill those who have died and returned, or cheated death.
Uphold the balance. The multiverse is balanced on how the afterlife functions. Protect this system with your life.
Inevitability. Death is inevitable, and cannot and must not be cheated. Destruction shall come to all those who test the strength of death and try the mechanisms of the afterlife. All must accept death or have it forced upon them.
Channel Divinity
When you take this oath at level 3, you gain the following Channel Divinity options.
Cloak of Death. As a bonus action, you may expend your Channel Divinity to wreath yourself in negative energy, protecting you from the attacks of undead. This effect lasts for the next minute or until you choose to end it as a bonus action. During this time, your hit point maximum and natural ability scores cannot be reduced in any way, and if you are not already resistant to necrotic damage, you gain resistance to it. If you were already resistant to necrotic damage, during this time you have immunity to necrotic damage.
Path to the Grave. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn, using your Channel Divinity. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Souls table.
Starting at level 7, an aura of necrotic energy shields you and your allies, while also empowering your own attacks. The aura extends 10 feet in every direction, but not through total cover. You and every ally within the aura gains resistance to necrotic damage, as long as you are not incapacitated.
Additionally, whenever you deal radiant damage to a creature within this aura, you instead deal necrotic damage, and you ignore resistance to necrotic damage to creatures in this aura.
At 18th level, this aura's radius becomes 30 feet.
Harvester of Dying Breath
At 15th level, when an enemy within 60 feet of you dies, you may use your reaction to regain a use of your Channel Divinity. You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you finish a long rest.
Keeper of Spirits
At level 20, you become a guide of the dead and dying, allowing you to harness the necrotic energy that suffuses your soul and body. As an action, you can surround your form with dying energy of those who have passed on, gaining the following benefits for the next minute:
You gain resistance to all damage.
When you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.
You gain a flying speed equal to your walking speed. You also become incorporeal, allowing you to move through objects and creatures as if they were difficult terrain. If you end your turn inside another object or creature's space, you take 1d10 force damage that you are not resistant to.
Once you use this feature, you cannot do so again until you finish a long rest.
I love it, and have given feedback. Most of it was buffs.
Rollback Post to RevisionRollBack
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Thanks. I made another paladin subclass, but I haven't typed it up yet, and I might not. It's an America themed paladin, based on chaos and liberty. It's called the Oath of Freedom, and hates restraining, paralyzing, grappling, and other incapacitating conditions.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Paladins are not healers. They are holy smite monsters who lug around huge weapons, sometimes mount on animals, wear gleaming armor, and defeat anything in their path. Of the many things that the paladin class gets, healing is the least important part of them.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
You got it! DMing is kinda a newish thing for me.
I didsome number crunching with your 20th level ability, take a look.
I cant wait for it to be finished. With your permission, I will prolly run a PbP in the realm. Just gotta find the time.....
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
you are also one of the most active members of DnD beyond soooo.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Because I have a lot of time on my hands. I don't have a job, and don't have to go to school, soooo.
Hey, I also created another Paladin subclass, the Oath of Souls. Do you want to see?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
oh sure
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Here it is:
The Oath of Souls is sworn by individuals who wish to assist the deceased, the undead, and others who should be dead pass on into the afterlife. Also known as Spirit Guides or Death Watchers, these paladins typically swear themselves to deities of the afterlife, but can instead vow only to cause death to come to those that should be dead.
Death Watchers dedicate themselves to maintaining the strict line between death and life, and they typically are not fond of resurrection or reanimation magic due to this. They don't have any ire for zombies, skeletons, and other soulless undead, as they are mere animations of dead creatures, but they do hate incorporeal undead and other undead that have souls. They hunt and destroy ghosts, liches, death knights, and other undead that retain their souls, and they do the same for those who have cheated death. They tend to serve death gods, such as the Raven Queen, Hades, Thanatos, Erebos, and other powers who maintain the afterlife.
Channel Divinity
When you take this oath at level 3, you gain the following Channel Divinity options.
Cloak of Death. As a bonus action, you may expend your Channel Divinity to wreath yourself in negative energy, protecting you from the attacks of undead. This effect lasts for the next minute or until you choose to end it as a bonus action. During this time, your hit point maximum and natural ability scores cannot be reduced in any way, and if you are not already resistant to necrotic damage, you gain resistance to it. If you were already resistant to necrotic damage, during this time you have immunity to necrotic damage.
Path to the Grave. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn, using your Channel Divinity. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Souls table.
Oath of Souls Spells
Aura of Necrotic Power
Starting at level 7, an aura of necrotic energy shields you and your allies, while also empowering your own attacks. The aura extends 10 feet in every direction, but not through total cover. You and every ally within the aura gains resistance to necrotic damage, as long as you are not incapacitated.
Additionally, whenever you deal radiant damage to a creature within this aura, you instead deal necrotic damage, and you ignore resistance to necrotic damage to creatures in this aura.
At 18th level, this aura's radius becomes 30 feet.
Harvester of Dying Breath
At 15th level, when an enemy within 60 feet of you dies, you may use your reaction to regain a use of your Channel Divinity. You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all uses when you finish a long rest.
Keeper of Spirits
At level 20, you become a guide of the dead and dying, allowing you to harness the necrotic energy that suffuses your soul and body. As an action, you can surround your form with dying energy of those who have passed on, gaining the following benefits for the next minute:
Once you use this feature, you cannot do so again until you finish a long rest.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
is it based off of grave domain
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
inspired, not based, and it is quite different
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
I love it, and have given feedback. Most of it was buffs.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
thanks thats what i meant
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Yes, it is inspired by the Grave Cleric. Death Cleric is to the Grave Cleric, as the Oathbreaker is to the Oath of Souls.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
nice
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Thanks. I made another paladin subclass, but I haven't typed it up yet, and I might not. It's an America themed paladin, based on chaos and liberty. It's called the Oath of Freedom, and hates restraining, paralyzing, grappling, and other incapacitating conditions.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
i really dislike paladins
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Why? I love paladins.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That's not going to make GoodBovine happy.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
i really just dont like healers
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
Paladins are not healers. They are holy smite monsters who lug around huge weapons, sometimes mount on animals, wear gleaming armor, and defeat anything in their path. Of the many things that the paladin class gets, healing is the least important part of them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
fine i dont like clerics or paladins
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
That's fair. I can't convince you otherwise. Have you ever played one?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yes and was the second least fun
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her