Arkhios
2016-05-19, 12:04 AM
EDIT: Essentially the following variant could be seen as a hybrid between paladin and cleric, both of which are already very similar in theme. (although, admittedly this has more focus on paladin mechanics).
What I would like to hear is most of all: Would you guys use anything like this and do you think it's balanced, compared to what it replaces. I would honestly think so.
You trade one channel divinity option for another. Pretty balanced in my honest opinion. In the end, one could acquire all of the same channel divinity options via multi-classing, so it shouldn't be that bad?
And you trade two spells of each level, up to 5th level, for an equal amount of spells for equal levels. Again, I find it really balanced. A first level spell is still a first level spell, no matter how you spin it around.
Sacred Oath: Domain Variant
In some campaigns divine classes must choose a deity to follow, and being a Paladin is no different in that case.
By using this variant (house)rule, your chosen deity determines which Sacred Oaths are available to you (see the list below; any changes are subject to DM's approval).
Dawn War Deities by Sacred Oath
Oath of Devotion:
Avandra, Bahamut, Corellon, Erathis, Moradin, Pelor, Sehanine
Oath of the Ancients:
Avandra, Corellon, Kord, Melora, Pelor, Sehanine
Oath of the Crown:
Asmodeus, Bahamut, Bane, Corellon, Lolth, Moradin, Tiamat
Oath of Vengeance:
Asmodeus, Avandra, Bane, Kord, Lolth, Melora, Raven Queen, Sehanine, Tiamat, Torog
Oathbreaker:
Asmodeus, Bane, Gruumsh, Lolth, Tharizdun, Tiamat, Torog, Vecna, Zehir
Asmodeus LE Trickery
Avandra CG Trickery
Bahamut LG Life, War
Bane LE War
Corellon CG Arcana, Light
Erathis LN Knowledge
Gruumsh CE Tempest, War
Ioun N Knowledge
Kord CN Tempest
Lolth CE Trickery
Melora N Nature, Tempest
Moradin LG Knowledge, War
Pelor NG Life, Light
Raven Queen LN Life, Death
Sehanine CG Trickery
Tharizdun CE Trickery
Tiamat LE Trickery, War
Torog NE Death
Vecna NE Death, Knowledge
Zehir CE Trickery, Death
Additionally, you may choose to devote yourself to your Deity much like a cleric does. If you do, follow the rules presented below.
Sacred Domain: At 3rd level, when you choose your Sacred Oath you must also select a domain associated with your deity (subject to DM discretion). Once you have chosen the Domain, you can't change it.
Each Oath remains as they are except that you replace one of the Oath's Channel Divinity options with the option from the chosen Domain, as seen in a list below. Your Domain also replaces the Oath Spells with the Domain Spells at appropriate levels.
You substitute your Paladin level for any Cleric levels if a Domain feature refers to your Cleric level. You use your Charisma in place of Wisdom when a Domain feature refers to your spellcasting ability.
If you have levels in cleric in addition to your Paladin levels, they stack for the purpose of these variants. As normal, you must still have high enough cleric level to gain additional uses of Channel Divinity. You can gain each Channel Divinity option only once.
Channel Divinity:
Below are listed Channel Divinity Options which replace those of the Sacred Oaths:
Arcana: Arcane Abjuration
Death: Touch of Death
Knowledge: Knowledge of the Ages
Life: Preserve Life
Light: Radiance of the Dawn
Nature: Charm Animals and Plants
Tempest: Destructive Wrath
Trickery: Invoke Duplicity
War: Guided Strike
Below are listed the Channel Divinity Options from Sacred Oaths which are replaced by the Domains:
Oath of Devotion: Sacred Weapon
Oath of the Ancients: Nature's Wrath
Oath of the Crown: Turn the Tide
Oath of Vengeance: Vow of Enmity
Oathbreaker: Dreadful Aspect
Optional:
Domains affect Improved Divine Smite in various ways, as seen below. At your DM's discretion, this effect could affect Divine Smites from the 3rd level forward as well.
Arcana: The additional damage is Force damage instead.
Death: The additional damage is Necrotic damage instead.
Knowledge: No change
Life: No change
Light: The additional damage is either Fire or Radiant damage (your choice), but the type must be same for each attack until the start of your next turn.
Nature: The additional damage is either Acid, Cold, Fire, or Lightning damage instead (your choice), but the type must be same for each attack until the start of your next turn.
Tempest: The additional damage is Thunder damage instead.
Trickery: The additional damage is Poison damage instead.
War: The additional damage is of the same type as your weapon, and it is considered magical if the weapon isn't already.
Examples:
A Half-Elf Paladin, with the Sacred Oath of the Ancients, devoted to Corellon could take the Arcana Domain. His Channel Divinity option Nature's Wrath from the Oath of the Ancients would be then replaced by Arcane Abjuration from Arcana Domain and as his Oath Spells he would have the ones from Arcana Domain; at 3rd level he would have Detect Magic and Magic Missile always prepared instead of Ensnaring Strike and Speak with Animals.
An Elf Paladin, with the Sacred Oath of Vengeance, devoted to Sehanine could take the Trickery Domain. Her Channel Divinity option Vow of Enmity from the Oath of Vengeance would be then replaced by Invoke Duplicity from Trickery Domain and as her Oath Spells she would have the ones from Trickery Domain; at 3rd level she would have Charm Person and Disguise Self always prepared instead of Bane and Hunter's Mark.
A Dwarf Paladin, with the Sacred Oath of Devotion, devoted to Moradin could take the Knowledge Domain. His Channel Divinity Sacred Weapon from the Oath of Devotion would be then replaced by Knowledge of the Ages from Knowledge Domain and as his Oath Spells he would have the ones from Knowledge Domain; at 3rd level he would have Command and Identify always prepared instead of Protection from Evil and Good and Sanctuary.
A Half-Orc Oathbreaker Paladin, devoted to Gruumsh could take the Tempest Domain. Her Channel Divinity option Dreadful Aspect from Oathbreaker would be then replaced by Destructive Wrath from Tempest Domain and as her Oath Spells he would have the ones from Tempest Domain; at 3rd level she would have Fog Cloud and Thunderwave always prepared instead of Hellish Rebuke and Inflict Wounds.
What I would like to hear is most of all: Would you guys use anything like this and do you think it's balanced, compared to what it replaces. I would honestly think so.
You trade one channel divinity option for another. Pretty balanced in my honest opinion. In the end, one could acquire all of the same channel divinity options via multi-classing, so it shouldn't be that bad?
And you trade two spells of each level, up to 5th level, for an equal amount of spells for equal levels. Again, I find it really balanced. A first level spell is still a first level spell, no matter how you spin it around.
Sacred Oath: Domain Variant
In some campaigns divine classes must choose a deity to follow, and being a Paladin is no different in that case.
By using this variant (house)rule, your chosen deity determines which Sacred Oaths are available to you (see the list below; any changes are subject to DM's approval).
Dawn War Deities by Sacred Oath
Oath of Devotion:
Avandra, Bahamut, Corellon, Erathis, Moradin, Pelor, Sehanine
Oath of the Ancients:
Avandra, Corellon, Kord, Melora, Pelor, Sehanine
Oath of the Crown:
Asmodeus, Bahamut, Bane, Corellon, Lolth, Moradin, Tiamat
Oath of Vengeance:
Asmodeus, Avandra, Bane, Kord, Lolth, Melora, Raven Queen, Sehanine, Tiamat, Torog
Oathbreaker:
Asmodeus, Bane, Gruumsh, Lolth, Tharizdun, Tiamat, Torog, Vecna, Zehir
Asmodeus LE Trickery
Avandra CG Trickery
Bahamut LG Life, War
Bane LE War
Corellon CG Arcana, Light
Erathis LN Knowledge
Gruumsh CE Tempest, War
Ioun N Knowledge
Kord CN Tempest
Lolth CE Trickery
Melora N Nature, Tempest
Moradin LG Knowledge, War
Pelor NG Life, Light
Raven Queen LN Life, Death
Sehanine CG Trickery
Tharizdun CE Trickery
Tiamat LE Trickery, War
Torog NE Death
Vecna NE Death, Knowledge
Zehir CE Trickery, Death
Additionally, you may choose to devote yourself to your Deity much like a cleric does. If you do, follow the rules presented below.
Sacred Domain: At 3rd level, when you choose your Sacred Oath you must also select a domain associated with your deity (subject to DM discretion). Once you have chosen the Domain, you can't change it.
Each Oath remains as they are except that you replace one of the Oath's Channel Divinity options with the option from the chosen Domain, as seen in a list below. Your Domain also replaces the Oath Spells with the Domain Spells at appropriate levels.
You substitute your Paladin level for any Cleric levels if a Domain feature refers to your Cleric level. You use your Charisma in place of Wisdom when a Domain feature refers to your spellcasting ability.
If you have levels in cleric in addition to your Paladin levels, they stack for the purpose of these variants. As normal, you must still have high enough cleric level to gain additional uses of Channel Divinity. You can gain each Channel Divinity option only once.
Channel Divinity:
Below are listed Channel Divinity Options which replace those of the Sacred Oaths:
Arcana: Arcane Abjuration
Death: Touch of Death
Knowledge: Knowledge of the Ages
Life: Preserve Life
Light: Radiance of the Dawn
Nature: Charm Animals and Plants
Tempest: Destructive Wrath
Trickery: Invoke Duplicity
War: Guided Strike
Below are listed the Channel Divinity Options from Sacred Oaths which are replaced by the Domains:
Oath of Devotion: Sacred Weapon
Oath of the Ancients: Nature's Wrath
Oath of the Crown: Turn the Tide
Oath of Vengeance: Vow of Enmity
Oathbreaker: Dreadful Aspect
Optional:
Domains affect Improved Divine Smite in various ways, as seen below. At your DM's discretion, this effect could affect Divine Smites from the 3rd level forward as well.
Arcana: The additional damage is Force damage instead.
Death: The additional damage is Necrotic damage instead.
Knowledge: No change
Life: No change
Light: The additional damage is either Fire or Radiant damage (your choice), but the type must be same for each attack until the start of your next turn.
Nature: The additional damage is either Acid, Cold, Fire, or Lightning damage instead (your choice), but the type must be same for each attack until the start of your next turn.
Tempest: The additional damage is Thunder damage instead.
Trickery: The additional damage is Poison damage instead.
War: The additional damage is of the same type as your weapon, and it is considered magical if the weapon isn't already.
Examples:
A Half-Elf Paladin, with the Sacred Oath of the Ancients, devoted to Corellon could take the Arcana Domain. His Channel Divinity option Nature's Wrath from the Oath of the Ancients would be then replaced by Arcane Abjuration from Arcana Domain and as his Oath Spells he would have the ones from Arcana Domain; at 3rd level he would have Detect Magic and Magic Missile always prepared instead of Ensnaring Strike and Speak with Animals.
An Elf Paladin, with the Sacred Oath of Vengeance, devoted to Sehanine could take the Trickery Domain. Her Channel Divinity option Vow of Enmity from the Oath of Vengeance would be then replaced by Invoke Duplicity from Trickery Domain and as her Oath Spells she would have the ones from Trickery Domain; at 3rd level she would have Charm Person and Disguise Self always prepared instead of Bane and Hunter's Mark.
A Dwarf Paladin, with the Sacred Oath of Devotion, devoted to Moradin could take the Knowledge Domain. His Channel Divinity Sacred Weapon from the Oath of Devotion would be then replaced by Knowledge of the Ages from Knowledge Domain and as his Oath Spells he would have the ones from Knowledge Domain; at 3rd level he would have Command and Identify always prepared instead of Protection from Evil and Good and Sanctuary.
A Half-Orc Oathbreaker Paladin, devoted to Gruumsh could take the Tempest Domain. Her Channel Divinity option Dreadful Aspect from Oathbreaker would be then replaced by Destructive Wrath from Tempest Domain and as her Oath Spells he would have the ones from Tempest Domain; at 3rd level she would have Fog Cloud and Thunderwave always prepared instead of Hellish Rebuke and Inflict Wounds.