Feuerphoenix
2016-04-03, 08:45 PM
Hello fellas :)
At first if you find any mistakes concerning my English, please forgive me. :)
This paladin was created under the banner "how I imagine a paladin should be". It is based on my ideals, my experiences and my imagination. I am somewhat new to DnD, so the most important feedback I need would be, whether this build is overpowered, compared to other oaths.
_____
To become a "Lucian" or Crusader-Paladin, before you take the oath, you have to have the feat blessed.
Blessed:
you gain the Channel Divinity Sacred Weapon (from the devotion oath), and you can use it once per short rest. It needs to be regenerated separately from your other Channel Divinities, thus is only possible, when all other ones are already regenerated.
Sacred Weapon can only be used on a bond-weapon (explained later on).
Tenets of the pure light
Light the Darkness: Wherever is darkness, light is needed most. Don't refuse the light to any place.
Shatter the Darkness: Shatter all corrupted evil, and everything that is supporting is. Eradicate everything it touched.
Speak the right of the Pure Light: The Pure Light and its glory stand above all mundane law. The the righteous judge wherever you are.
Walk in the Pure Light: Be an example for everyone to follow, in words and deeds.
_____
You know the light cantrip, if you don't know it already from another source.
Weapon-Bond:
A Lucian only trusts the weapon he wielded all his life, showing this, by entering a holy bond with the weapon. (only one weapon at a time can be bonded to). This bond is achieved by meditating four hours over a weapon you are proficient with. You can dismiss this weapon in a subplane or let it appear again as a bonus action. As long as sacred weapon affects this weapon, it can not be disarmed.
To achieve a bond with a new weapon, this new weapon needs a lot of battles to proof its reliability first. before you can break the old bond.
____
Channel Divinity:
Lightstrike:
As an action, you present you holy symbol, speaking words of the pure light. In a 15ft cone, all characters which are not looking in the direct opposite direction, need to succeed a Con-Saving throw against your Spell Save-DC, or be blinded until the end of your next turn. Creatures with darkvision have disadvantage on the saving throw, due a sensory overload. Creatures without eyes or blindsight automatically succeed the saving throw
_______
Spells:
3rd: Sanctuary, Divine Favor
5th: Moonlight, Find Steed (Celestial)
9th: Daylight, Spirit Guardian
15th: Freedom of movement, Aura of Life
17th: Hallow, Mass Cure Wounds
______
Aura of light:
Beginning at 7th level, the light protects you and everyone around you. All spells are treated, as if you have resistance, as long as "sacred weapon" is active.
At 18th level, the aura expanse to 30ft.
Lightaspect:
At 15th level, pure light flows through your veins. You become resistant to radiant and necrotic damage.
In addition, when sacred weapon is active, and you cast divine smite, the targeted creature makes an Con-saving throw against your spell save-DC, or become blinded until the end of your next turn. If the creature is bigger than huge, you also have to be in eye-sight of the creature. Creatures with blindsight succeed this test automatically.
Lightwarden:
Beginning at 20th level, you become a vessel for the pure light itself. As an action for one minute, you glow in a massive light 30ft around you. All darkness-spells are dispelled. All Undead, fiends and celestials that started their turn inside this radius, are blinded without a saving throw, even if they usually could not become blinded (at the end of a creatures turn, it may take a Con-Saving throw against your Spell Save-DC).You may role a D4, and add its result to either your strength, dexterity, or charisma. It may extend 20 by adding it this way. When you are affected by sacred weapon, you gain +1AC, and your weapon deals an additional 2D4 radiant damage. You can only use this ability once every long rest.
In addition, all effects which only occur by casting sacred weapon, also occur, when you cast the light cantrip on your weapon, but you have to use a spell slot for it. It is still an ordinary spell, and can be dispelled by darkness or other dispelling spells.
_______
I am heavily focussed on making the paladin strong in one certain combat, thus making the player consider whether he wants to expand this opportunity now or keep it back. Also the spell-resistance ability looked to me as an well fitting tool for a paladin, but it was way to strong, as being a
passive always on aura. Now the player also has to consider about making use of it, thus bringing the aura in a very balanced area, especially ambushes with now do really hit him and the party.
Please share your thoughts with me. :)
At first if you find any mistakes concerning my English, please forgive me. :)
This paladin was created under the banner "how I imagine a paladin should be". It is based on my ideals, my experiences and my imagination. I am somewhat new to DnD, so the most important feedback I need would be, whether this build is overpowered, compared to other oaths.
_____
To become a "Lucian" or Crusader-Paladin, before you take the oath, you have to have the feat blessed.
Blessed:
you gain the Channel Divinity Sacred Weapon (from the devotion oath), and you can use it once per short rest. It needs to be regenerated separately from your other Channel Divinities, thus is only possible, when all other ones are already regenerated.
Sacred Weapon can only be used on a bond-weapon (explained later on).
Tenets of the pure light
Light the Darkness: Wherever is darkness, light is needed most. Don't refuse the light to any place.
Shatter the Darkness: Shatter all corrupted evil, and everything that is supporting is. Eradicate everything it touched.
Speak the right of the Pure Light: The Pure Light and its glory stand above all mundane law. The the righteous judge wherever you are.
Walk in the Pure Light: Be an example for everyone to follow, in words and deeds.
_____
You know the light cantrip, if you don't know it already from another source.
Weapon-Bond:
A Lucian only trusts the weapon he wielded all his life, showing this, by entering a holy bond with the weapon. (only one weapon at a time can be bonded to). This bond is achieved by meditating four hours over a weapon you are proficient with. You can dismiss this weapon in a subplane or let it appear again as a bonus action. As long as sacred weapon affects this weapon, it can not be disarmed.
To achieve a bond with a new weapon, this new weapon needs a lot of battles to proof its reliability first. before you can break the old bond.
____
Channel Divinity:
Lightstrike:
As an action, you present you holy symbol, speaking words of the pure light. In a 15ft cone, all characters which are not looking in the direct opposite direction, need to succeed a Con-Saving throw against your Spell Save-DC, or be blinded until the end of your next turn. Creatures with darkvision have disadvantage on the saving throw, due a sensory overload. Creatures without eyes or blindsight automatically succeed the saving throw
_______
Spells:
3rd: Sanctuary, Divine Favor
5th: Moonlight, Find Steed (Celestial)
9th: Daylight, Spirit Guardian
15th: Freedom of movement, Aura of Life
17th: Hallow, Mass Cure Wounds
______
Aura of light:
Beginning at 7th level, the light protects you and everyone around you. All spells are treated, as if you have resistance, as long as "sacred weapon" is active.
At 18th level, the aura expanse to 30ft.
Lightaspect:
At 15th level, pure light flows through your veins. You become resistant to radiant and necrotic damage.
In addition, when sacred weapon is active, and you cast divine smite, the targeted creature makes an Con-saving throw against your spell save-DC, or become blinded until the end of your next turn. If the creature is bigger than huge, you also have to be in eye-sight of the creature. Creatures with blindsight succeed this test automatically.
Lightwarden:
Beginning at 20th level, you become a vessel for the pure light itself. As an action for one minute, you glow in a massive light 30ft around you. All darkness-spells are dispelled. All Undead, fiends and celestials that started their turn inside this radius, are blinded without a saving throw, even if they usually could not become blinded (at the end of a creatures turn, it may take a Con-Saving throw against your Spell Save-DC).You may role a D4, and add its result to either your strength, dexterity, or charisma. It may extend 20 by adding it this way. When you are affected by sacred weapon, you gain +1AC, and your weapon deals an additional 2D4 radiant damage. You can only use this ability once every long rest.
In addition, all effects which only occur by casting sacred weapon, also occur, when you cast the light cantrip on your weapon, but you have to use a spell slot for it. It is still an ordinary spell, and can be dispelled by darkness or other dispelling spells.
_______
I am heavily focussed on making the paladin strong in one certain combat, thus making the player consider whether he wants to expand this opportunity now or keep it back. Also the spell-resistance ability looked to me as an well fitting tool for a paladin, but it was way to strong, as being a
passive always on aura. Now the player also has to consider about making use of it, thus bringing the aura in a very balanced area, especially ambushes with now do really hit him and the party.
Please share your thoughts with me. :)