Base Class: Paladin
You are pacted with xarteron an eldritch being of higher consciousness from the beyond.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Eldritch Weapon: As an action, you can imbue one weapon that you are holding with eldritch energy, using your Channel Divinity. For 1 minute, you add your Int modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
MInd Deflation: As an action, you touch a creature, it must make a Wisdom saving throw. If the creature fails its saving throw, it takes psychic damage, and falls unconscious it it fails another save.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Xarteron
Starting at 7th level, you and friendly creatures within 10 feet of you get a bonus to Intimidation and initiative equal to your INT.
Purity of Mind
Beginning at 15th level, you add your Int to your AC.
Holy Nimbus
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Apr 2, 2020Your Oath Spells are bad for multiple reasons.
1. Paladins can't use cantrips without multiclassing. If you're going to provide cantrips just make them part of the lowest-level subclass feature, not the spell list.
2. You provide a level 4 spell (Arcane Eye) at level 9, which a Paladin doesn't have spell slots for until level 13.
3. You provide Arcane Eye twice.
4. No Paladin is going to waste spell slots on out-of-combat utility like Arcane Eye. Paladin utility should be focused on combat buffs and protecting allies unless you're an Oathbreaker or Conquest-type Paladin that's focused more on offense or debuffing enemies.
5. The concept behind the Paladin Oath Spells is that the Oath provides two spells for the next level of spell slots you unlock at the stated levels. At level 3 you get 1st level spells added to your list. You get more Oath spells at 5th level when you get 2nd level spells, at 9th level when you get 3rd level spells, at 13th level when you get 4th level spells and at 17th level when you get 5th level spells. You provide Fireball (3rd level spell) at level 17 when you should be providing a 5th level spell.
As for the rest of your features, there's no cohesion.
1. Paladins never have any reason to have high intelligence. Most will hope for a non-negative modifier and leave it at that. It's the Paladin's dump stat. Our spellcasting ability is Charisma.
2. Your 20th level feature is weaker than Spirit Guardian, a 3rd-level spell that lasts for up to 10 minutes and deals an average of 15 damage under the same conditions with half the radius.
3. You have no 3rd level feature.
4. There is no cohesion between your features. They don't follow a common theme or interact with each other. You have a flat AC bonus, two ways to trigger saving throws, one mediocre weapon buff, and a bonus to intimidation and initiative. I don't see where "balance" comes into play for any of this. You're basically a ****** Light cleric with a half rack of spell slots and an int-based Hex Warrior feature that only lasts one minute, once a day.