Wilkomorph
2017-03-26, 07:18 AM
Hi guys,
This is my first homebrew for my current 5e game - constructive criticism totally welcome but please be kind!
Oath of the Adventurer
The oath of the Adventurer is a firm commitment to the community. Not to laws and rulers, but the ordinary men and women in towns, farms and villages across the land. Those sworn to the Oath of the Adventurer journey to protect communities from monstrous threats, but also seek out evil to confront it, and to understand it. Solving mysteries, discovering new sources of good and evil to better support and protect the ordinary people of this world, these paladins, often called Seekers, elect to devote their life to investigating and understanding the unknown to better serve the cause of good.
The Tenets of the Adventurer
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around illuminating mysteries, seeking out primal causes and protecting the innocent. Paladins who uphold these tenets are willing to journey out of their way to confront something new and unexpected, or to protect those in need:
No man left behind - Friends and allies are like family, we do not abandon them
The greater good - Ordinary men and women are to be protected, even if that means breaking or ignoring lawful rule
A task half done - We do not rest until a mystery has been understood and the danger has been vanquished.
Serving the light - If I have a chance to turn an agent of evil into one of good, that chance must be taken
Oath Spells
You gain oath spells at the paladin levels listed:
3rd - Comprehend languages, Heroism
5th - Locate objects, Zone of Truth
9th - Glyph of Warding, Speak with Dead
13th - Dimension door, Locate creature
17th - Teleportation Circle, Scrying
3rd Level Class feature: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon - As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma 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.
Turn the Unholy - As an action, you present your holy symbol and speak a prayer censuring undead and aberrations, using your Channel Divinity. Each aberration or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
7th Level Class feature - Seeker of Truth
By 7th level, your divine aura inspires those around them to be more insightful and curious. You and friendly creatures within 10 feet of you gain advantage on investigation, perception and insight checks. At 18th level, the range of this aura increases to 30 feet.
15th Level Class feature - Unrelenting
Starting at 15th level, whenever you or one of your party members’ spell slots, ki points or sorcery points are completely used, you can take a bonus action to restore 1d4 + ⅓ of your paladin level’s worth of those resources. You can choose to restore your own spell slots, or those of one of your party.
20th Level Class feature - Champion of the People
At 20th level, you assume the form of a legendary protector of the people, the ultimate folk hero. You gain the following:
- misty step as an at will power
Will of the people - As a bonus action - Any evil or monstrous creature within a 30-ft radius must succeed on a Wisdom saving throw or be under the effects of Dominate Person for 1 round per your Paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.
This is my first homebrew for my current 5e game - constructive criticism totally welcome but please be kind!
Oath of the Adventurer
The oath of the Adventurer is a firm commitment to the community. Not to laws and rulers, but the ordinary men and women in towns, farms and villages across the land. Those sworn to the Oath of the Adventurer journey to protect communities from monstrous threats, but also seek out evil to confront it, and to understand it. Solving mysteries, discovering new sources of good and evil to better support and protect the ordinary people of this world, these paladins, often called Seekers, elect to devote their life to investigating and understanding the unknown to better serve the cause of good.
The Tenets of the Adventurer
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around illuminating mysteries, seeking out primal causes and protecting the innocent. Paladins who uphold these tenets are willing to journey out of their way to confront something new and unexpected, or to protect those in need:
No man left behind - Friends and allies are like family, we do not abandon them
The greater good - Ordinary men and women are to be protected, even if that means breaking or ignoring lawful rule
A task half done - We do not rest until a mystery has been understood and the danger has been vanquished.
Serving the light - If I have a chance to turn an agent of evil into one of good, that chance must be taken
Oath Spells
You gain oath spells at the paladin levels listed:
3rd - Comprehend languages, Heroism
5th - Locate objects, Zone of Truth
9th - Glyph of Warding, Speak with Dead
13th - Dimension door, Locate creature
17th - Teleportation Circle, Scrying
3rd Level Class feature: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon - As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma 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.
Turn the Unholy - As an action, you present your holy symbol and speak a prayer censuring undead and aberrations, using your Channel Divinity. Each aberration or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
7th Level Class feature - Seeker of Truth
By 7th level, your divine aura inspires those around them to be more insightful and curious. You and friendly creatures within 10 feet of you gain advantage on investigation, perception and insight checks. At 18th level, the range of this aura increases to 30 feet.
15th Level Class feature - Unrelenting
Starting at 15th level, whenever you or one of your party members’ spell slots, ki points or sorcery points are completely used, you can take a bonus action to restore 1d4 + ⅓ of your paladin level’s worth of those resources. You can choose to restore your own spell slots, or those of one of your party.
20th Level Class feature - Champion of the People
At 20th level, you assume the form of a legendary protector of the people, the ultimate folk hero. You gain the following:
- misty step as an at will power
Will of the people - As a bonus action - Any evil or monstrous creature within a 30-ft radius must succeed on a Wisdom saving throw or be under the effects of Dominate Person for 1 round per your Paladin level.
Once you use this feature, you can’t use it again until you finish a long rest.