I'm trying my hand at homebrewing a Paladin subclass to offer as an option for my players, and I wouldn't mind some advice on how to improve it or properly convey the flavor. As a disclaimer, I was inspired by Critcal Role and Patron Saint Matt Mercer's "Oath of the Open Seas" so I'll be the first to admit that there is a degree of overlap in terms of flavor and mechanics but I tried to offer a more "generalized" version that offered something a bit different, because while Open Seas can certainly be played in any type of campaign, it definitely flavored for nautical and Swashbuckler type games.
Below is what I have been able to come up with from levels 3 and 7. I would appreciate ideas for 15th and 20th level and thoughts on 3 and 7.
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OATH OF THE HORIZON
The Oath of the Horizon calls to every deft explorer, freedom fighter, and wanderlust warrior. Paladins who swear this oath are champions of the open road and proponents of change, defending the oppressed by acting as either the seeds of rebellion or peaceful reform. These noble drifters believe in the sovereign right of all people to take control of their destiny, and so offer prayers to entities or deities such as Akadi or Avandra to watch over them as they seek the next great adventure.
OATH TENETS
Seek Adventure. Fortune favors the bold, never hesitate to try something new.
Change is Inevitable. The righteous can ensure that such change is for the better.
Embrace the Unknown. One of life's greatest joys are the roads untraveled. Seek these paths and revel in what you discover.
Rise Against Tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot
OATH SPELLS
3rd- longstrider, zephyr strike
5th- misty step, rope trick
9th- haste, leomund's tiny hut
13th- freedom of movement, dimension door
17th- passwall, steel wind strike
Channel Divinity
3rd-level Oath of the Horizon feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blessed Explorer. As a bonus action you can use your Channel Divinity to aid you on your travels. For the next 10 minutes, you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks. You also ignore difficult terrain while under the effects of this Channel Divinity.
Elusive Step. You can use your Channel Divinity to nimbly escape danger. When you make an Dexterity saving throw, you can use your Channel Divinity to roll again and choose which roll to use. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
AURA OF FREEDOM
Starting at 7th level, while you are not incapacitated, you and any creature of your choice within 10 feet of you has advantage on rolls against being grappled or restrained.
At 18th level, the range of this aura increases to 30 feet.
I really like the theme, and everything seems nicely flavored to match it
The aura seems a little weak. It would be, I suppose, campaign dependent, unless you run into lots of things with grapple effects. You might think about expanding it to any kind of forced movement, as well. Still doesn’t happen a lot, but gives a few more options. Or maybe creatures in the aura ignore difficult terrain.
I could see the 15 power being some short range teleportation. Like up to 30 feet to a place they can see. Activate it as a bonus action and it stays on for 1 minute 1/long rest. That’s just of the top of my head, I don’t know if it would work.
Or even something like base walking speed goes up by 10. That seems like it should be somewhere in the mix.
I really like the theme, and everything seems nicely flavored to match it
The aura seems a little weak. It would be, I suppose, campaign dependent, unless you run into lots of things with grapple effects. You might think about expanding it to any kind of forced movement, as well. Still doesn’t happen a lot, but gives a few more options. Or maybe creatures in the aura ignore difficult terrain.
I could see the 15 power being some short range teleportation. Like up to 30 feet to a place they can see. Activate it as a bonus action and it stays on for 1 minute 1/long rest. That’s just of the top of my head, I don’t know if it would work.
Or even something like base walking speed goes up by 10. That seems like it should be somewhere in the mix.
In earlier drafts I had considered making the Aura immunity to being grappled or restrained but though maybe that would be too strong. What if it was advantage against being charmed or grappled (or restrained). Alternatively would being movement not provoking opportunity attacks be a viable option for the Aura?
A 15th level teleport does seem nice but that seems to overlap with both of the spells that the class would get.
Regarding the extra 10ft of movement, I planned on placing that with the 20th level capstone once I hashed out what would fit thematically. The working feature name I have is "Peerless Pathfinder"
A teleport at 15 would overlap with the spells, but how often do they cast vs. smite? Having a non spell option would be good. Or instead maybe a fly speed equal to their walking speed x/long rest. Or even choose an alternate type of movement or two (climb, burrow, swim), and grant them a speed in it. Climb and swim seem like they'd be thematic and useful but not really OP.
Maybe for the level 20 feature, they can teleport once/turn. At least when its on, assuming you go with the standard, turn into some kind of avatar of of their oath for one minute/long rest.
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I'm trying my hand at homebrewing a Paladin subclass to offer as an option for my players, and I wouldn't mind some advice on how to improve it or properly convey the flavor. As a disclaimer, I was inspired by Critcal Role and Patron Saint Matt Mercer's "Oath of the Open Seas" so I'll be the first to admit that there is a degree of overlap in terms of flavor and mechanics but I tried to offer a more "generalized" version that offered something a bit different, because while Open Seas can certainly be played in any type of campaign, it definitely flavored for nautical and Swashbuckler type games.
Below is what I have been able to come up with from levels 3 and 7. I would appreciate ideas for 15th and 20th level and thoughts on 3 and 7.
-
OATH OF THE HORIZON
The Oath of the Horizon calls to every deft explorer, freedom fighter, and wanderlust warrior. Paladins who swear this oath are champions of the open road and proponents of change, defending the oppressed by acting as either the seeds of rebellion or peaceful reform. These noble drifters believe in the sovereign right of all people to take control of their destiny, and so offer prayers to entities or deities such as Akadi or Avandra to watch over them as they seek the next great adventure.
OATH TENETS
Seek Adventure. Fortune favors the bold, never hesitate to try something new.
Change is Inevitable. The righteous can ensure that such change is for the better.
Embrace the Unknown. One of life's greatest joys are the roads untraveled. Seek these paths and revel in what you discover.
Rise Against Tyranny. Fight for the freedom of yourself and others when you can, and inspire others to fight when you cannot
OATH SPELLS
3rd- longstrider, zephyr strike
5th- misty step, rope trick
9th- haste, leomund's tiny hut
13th- freedom of movement, dimension door
17th- passwall, steel wind strike
Channel Divinity
3rd-level Oath of the Horizon feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Blessed Explorer. As a bonus action you can use your Channel Divinity to aid you on your travels. For the next 10 minutes, you have advantage on Wisdom (Survival) and Intelligence (Investigation) checks. You also ignore difficult terrain while under the effects of this Channel Divinity.
Elusive Step. You can use your Channel Divinity to nimbly escape danger. When you make an Dexterity saving throw, you can use your Channel Divinity to roll again and choose which roll to use. You make this choice after you see the roll, but before the DM says whether the save succeeds or fails.
AURA OF FREEDOM
Starting at 7th level, while you are not incapacitated, you and any creature of your choice within 10 feet of you has advantage on rolls against being grappled or restrained.
At 18th level, the range of this aura increases to 30 feet.
I really like the theme, and everything seems nicely flavored to match it
The aura seems a little weak. It would be, I suppose, campaign dependent, unless you run into lots of things with grapple effects. You might think about expanding it to any kind of forced movement, as well. Still doesn’t happen a lot, but gives a few more options. Or maybe creatures in the aura ignore difficult terrain.
I could see the 15 power being some short range teleportation. Like up to 30 feet to a place they can see. Activate it as a bonus action and it stays on for 1 minute 1/long rest. That’s just of the top of my head, I don’t know if it would work.
Or even something like base walking speed goes up by 10. That seems like it should be somewhere in the mix.
In earlier drafts I had considered making the Aura immunity to being grappled or restrained but though maybe that would be too strong. What if it was advantage against being charmed or grappled (or restrained). Alternatively would being movement not provoking opportunity attacks be a viable option for the Aura?
A 15th level teleport does seem nice but that seems to overlap with both of the spells that the class would get.
Regarding the extra 10ft of movement, I planned on placing that with the 20th level capstone once I hashed out what would fit thematically. The working feature name I have is "Peerless Pathfinder"
A teleport at 15 would overlap with the spells, but how often do they cast vs. smite? Having a non spell option would be good. Or instead maybe a fly speed equal to their walking speed x/long rest. Or even choose an alternate type of movement or two (climb, burrow, swim), and grant them a speed in it. Climb and swim seem like they'd be thematic and useful but not really OP.
Maybe for the level 20 feature, they can teleport once/turn. At least when its on, assuming you go with the standard, turn into some kind of avatar of of their oath for one minute/long rest.