nickl_2000
2019-03-14, 11:13 AM
This came into my mind while working on the latest subclass contest (chance), but I didn't think it was quite fitting. However, it has been running around in my mind since I thought of it.
When I look at Harvey Dent/Two Face from the Batman series, he actually has the devotion of a Paladin. He has a set standard in how he runs his life and follows it even when it is to his detriment. So, I came up with a new Paladin Oath. The Oath of Two Faces. My goal here was to come up with a character subclass based on duality, creation and destruction, healing and blight.
Please let me know what you think about it.
Homebrewery Link - https://homebrewery.naturalcrit.com/share/BJWSuLmtv4
Tenets of Two Faces
Chaos - Chaos reigns in the world. There is no permanent order and nothing that cannot be changed by situational chances. The entire world is mutable
Chance - There is always chance in the world. How you react to any particular situation is up to a flip of the coin or a toss of the dice. If the universe has fated your reaction, you a obliged to follow through on it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Creation - As an action, you present your holy symbol. When you do so, you may create a single object out of dust. That object can be any object in the adventuring gear table, but must have a worth less than 10 gp. Objects outside of the gear table can be created with DM approval.
Decay - As an action, you present your holy symbol, causing an overwhelming scent of death and decay emit from your symbol. All hostile creatures within a 100 foot radius must make a constitution save or become poisoned for 1 minute.
Oath of the Two Faces Spells
3rd - Bane, Bless
5th - Shatter, Silence
9th - Beacon of Hope, Fear
13th - Aura of Life, Blight
17th - Antilife Shell, Reincarnate
Oath of Duality
Starting at 7th level, any ally within 10 feet is affected by your aura of duality. After a short or a long rest, roll a d6.
If you roll an even number, you gain an aura of calming emotions. All allies within the aura gain advantage on saving throws against confusion, suggestion, charm, and other mind affecting spells
If you roll an odd number, you gain an aura of rage. All allies within the aura make stronger and more precise attacks, gaining +1 to attack rolls and all 1 and 2 rolled on damage dice automatically become a 3.
At 18th level, the range of this aura increases to 30 feet.
Flip of the Coin
Starting at level 15, when you roll initiative, flip a coin
If the coin lands head, you channel positive energy into you body. At the start of each of your turns, you gain charisma mod (minimum 1) temporary hit points.
If the coin lands tails, you channel negative destructive energy into the world. As a bonus action, you can cause a burst of necrotic energy to emanate from your holy symbol. When you do this, all creatures within a 15 foot radius of you must make a constitution save or take 4d8 necrotic damage (half on successful save).
Controlled Duality
At level 20, you learn to control and enhance your dual nature. As an action, you may activate both your auras at once and enhance them for the next minute. While the enhanced aura is active, all allies are immune to confusion, suggestion, charm, and other mind affecting spells. Additionally, they gain a +2 to attack and 1, 2, and 3s on damage dice automatically become a 4.
Once you use this feature, you cannot use it again until you have completed a long rest.
MAJOR CHANGES FROM THE PREVIOUS VERSION
Changed the aura to be calming/raging duality instead of healing/damage. I felt that this was a simpler more balanced approach
Changed the 15th level flip of the coin ability to apply to all combat instead of once per rest and turned it into the destruction/healing ability. Healing it temp HP per round, destruction is a bonus action to cause damage. I am a little concerned about the damage on the option. I don't know about the amount. 4d8 burst as a bonus action seems high to me, which is why I added a save for half. Also, I made it effect everyone instead of just enemies to make it a little weaker. I'm open to adjustments on this.
Changed the final ability to give a better boost to allies. Immunity instead of advantage on saves and a +2 to attack and 1-3 on rolls become a 4. I did leave it as a action to activate since it's pretty powerful.
Tenets of Two Faces
Chaos - Chaos reigns in the world. There is no permanent order and nothing that cannot be changed by situational chances. The entire world is mutable
Chance - There is always chance in the world. How you react to any particular situation is up to a flip of the coin or a toss of the dice. If the universe has fated your reaction, you a obliged to follow through on it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Creation - As an action, you present your holy symbol. When you do so, you may create a single object out of dust. That object can be any object in the adventuring gear table, but must have a worth less than 10 gp. Objects outside of the gear table can be created with DM approval.
Destruction - As an action, you present your holy symbol. When you do, choose a single non-living, non-magical object, that is not being held by a creature, and fits within a 5x5 square. That object is reduced to ash and disappears.
Oath of the Two Faces Spells
3rd - Bane, Bless
5th - Shatter, Silence
9th - Beacon of Hope, Fear
13th - Aura of Life, Blight
17th - Antilife Shell, Reincarnate
Oath of Duality
Starting at 7th level, any ally within 10 feet is affected by your aura of duality. After a short or a long rest, roll a d6. On an odd result your aura is grants all allies inside it 1 temporary hit point at the beginning of their turn . On an even result your aura deals your charisma modifier (min 1) in necrotic damage to all hostile creatures at the beginning of their turn.
At 18th level, the range of this aura increases to 30 feet.
Flip of the Coin
Starting at level 15, as an action you may flip a coin.
When it lands head you rage, giving you resistance to all damage from non-magical bludgeoning, piercing, and slashing weapons. Additionally, anytime you roll a 1 or a 2 on a damage roll, it is automatically increased to a 3. If the coin lands tails your mind and emotions are calmed making you immune to all confusion, suggestion, charm, and other mind affecting spells. Both these effects last for one minute or until it is dismissed as a bonus action.
Once you use this feature, you cannot use it again until you have completed a long rest.
Controlled Duality
At level 20, you learn to control and enhance your dual nature. As an action, you may activate both your auras at once and enhance them for the next minute. During this time your aura grants your charisma modifier in temporary HP per round to allies and deals your 3x your charisma modifier in damage to all hostiles creatures.
Once you use this feature, you cannot use it again until you have completed a long rest.
When I look at Harvey Dent/Two Face from the Batman series, he actually has the devotion of a Paladin. He has a set standard in how he runs his life and follows it even when it is to his detriment. So, I came up with a new Paladin Oath. The Oath of Two Faces. My goal here was to come up with a character subclass based on duality, creation and destruction, healing and blight.
Please let me know what you think about it.
Homebrewery Link - https://homebrewery.naturalcrit.com/share/BJWSuLmtv4
Tenets of Two Faces
Chaos - Chaos reigns in the world. There is no permanent order and nothing that cannot be changed by situational chances. The entire world is mutable
Chance - There is always chance in the world. How you react to any particular situation is up to a flip of the coin or a toss of the dice. If the universe has fated your reaction, you a obliged to follow through on it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Creation - As an action, you present your holy symbol. When you do so, you may create a single object out of dust. That object can be any object in the adventuring gear table, but must have a worth less than 10 gp. Objects outside of the gear table can be created with DM approval.
Decay - As an action, you present your holy symbol, causing an overwhelming scent of death and decay emit from your symbol. All hostile creatures within a 100 foot radius must make a constitution save or become poisoned for 1 minute.
Oath of the Two Faces Spells
3rd - Bane, Bless
5th - Shatter, Silence
9th - Beacon of Hope, Fear
13th - Aura of Life, Blight
17th - Antilife Shell, Reincarnate
Oath of Duality
Starting at 7th level, any ally within 10 feet is affected by your aura of duality. After a short or a long rest, roll a d6.
If you roll an even number, you gain an aura of calming emotions. All allies within the aura gain advantage on saving throws against confusion, suggestion, charm, and other mind affecting spells
If you roll an odd number, you gain an aura of rage. All allies within the aura make stronger and more precise attacks, gaining +1 to attack rolls and all 1 and 2 rolled on damage dice automatically become a 3.
At 18th level, the range of this aura increases to 30 feet.
Flip of the Coin
Starting at level 15, when you roll initiative, flip a coin
If the coin lands head, you channel positive energy into you body. At the start of each of your turns, you gain charisma mod (minimum 1) temporary hit points.
If the coin lands tails, you channel negative destructive energy into the world. As a bonus action, you can cause a burst of necrotic energy to emanate from your holy symbol. When you do this, all creatures within a 15 foot radius of you must make a constitution save or take 4d8 necrotic damage (half on successful save).
Controlled Duality
At level 20, you learn to control and enhance your dual nature. As an action, you may activate both your auras at once and enhance them for the next minute. While the enhanced aura is active, all allies are immune to confusion, suggestion, charm, and other mind affecting spells. Additionally, they gain a +2 to attack and 1, 2, and 3s on damage dice automatically become a 4.
Once you use this feature, you cannot use it again until you have completed a long rest.
MAJOR CHANGES FROM THE PREVIOUS VERSION
Changed the aura to be calming/raging duality instead of healing/damage. I felt that this was a simpler more balanced approach
Changed the 15th level flip of the coin ability to apply to all combat instead of once per rest and turned it into the destruction/healing ability. Healing it temp HP per round, destruction is a bonus action to cause damage. I am a little concerned about the damage on the option. I don't know about the amount. 4d8 burst as a bonus action seems high to me, which is why I added a save for half. Also, I made it effect everyone instead of just enemies to make it a little weaker. I'm open to adjustments on this.
Changed the final ability to give a better boost to allies. Immunity instead of advantage on saves and a +2 to attack and 1-3 on rolls become a 4. I did leave it as a action to activate since it's pretty powerful.
Tenets of Two Faces
Chaos - Chaos reigns in the world. There is no permanent order and nothing that cannot be changed by situational chances. The entire world is mutable
Chance - There is always chance in the world. How you react to any particular situation is up to a flip of the coin or a toss of the dice. If the universe has fated your reaction, you a obliged to follow through on it.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Creation - As an action, you present your holy symbol. When you do so, you may create a single object out of dust. That object can be any object in the adventuring gear table, but must have a worth less than 10 gp. Objects outside of the gear table can be created with DM approval.
Destruction - As an action, you present your holy symbol. When you do, choose a single non-living, non-magical object, that is not being held by a creature, and fits within a 5x5 square. That object is reduced to ash and disappears.
Oath of the Two Faces Spells
3rd - Bane, Bless
5th - Shatter, Silence
9th - Beacon of Hope, Fear
13th - Aura of Life, Blight
17th - Antilife Shell, Reincarnate
Oath of Duality
Starting at 7th level, any ally within 10 feet is affected by your aura of duality. After a short or a long rest, roll a d6. On an odd result your aura is grants all allies inside it 1 temporary hit point at the beginning of their turn . On an even result your aura deals your charisma modifier (min 1) in necrotic damage to all hostile creatures at the beginning of their turn.
At 18th level, the range of this aura increases to 30 feet.
Flip of the Coin
Starting at level 15, as an action you may flip a coin.
When it lands head you rage, giving you resistance to all damage from non-magical bludgeoning, piercing, and slashing weapons. Additionally, anytime you roll a 1 or a 2 on a damage roll, it is automatically increased to a 3. If the coin lands tails your mind and emotions are calmed making you immune to all confusion, suggestion, charm, and other mind affecting spells. Both these effects last for one minute or until it is dismissed as a bonus action.
Once you use this feature, you cannot use it again until you have completed a long rest.
Controlled Duality
At level 20, you learn to control and enhance your dual nature. As an action, you may activate both your auras at once and enhance them for the next minute. During this time your aura grants your charisma modifier in temporary HP per round to allies and deals your 3x your charisma modifier in damage to all hostiles creatures.
Once you use this feature, you cannot use it again until you have completed a long rest.