Icecaster
2020-06-09, 01:14 PM
Howdy! What I have here is a subclass I made a while ago that I've been fiddling with. I've always thought heroes in general are really cool, so making a paladin subclass seemed like a natural step. I like the concept and have a clear idea in my mind of how I want the subclass to play in combat and roleplay, but I'm not sure that the mechanics are turning out how I want them to. Eventually, I figured I should just ask for some help. That's where you come in!
Specifically, my biggest concern is the Legendary Blows feature. With the exception of Oath of Conquest and Oath of Vengeance, all of the 15th level paladin features are strictly defensive passives. I really like the idea, but I'm worried that it strays too far from the intended balance progression, or - more generally - that the subclass should steer away from adding fuel to the fire of paladin's burst damage. I've toyed with concepts of features like a "Hero's Resolve" or something, or perhaps reducing the damage to just 1d8, but I always come back to the idea that Legendary Blows is cool, and a central point of Symbol of Peace.
Aside from those, I'm happy to hear any other constructive criticisms/advice/suggestions that you have regarding the subclass. Thanks for reading! :smallbiggrin:
Google doc (https://docs.google.com/document/d/1DYSMTDd4MaxmmlZgoYU7dkkN7pPMqg3LVyEKlVnJsYg/edit?usp=sharing)
PDF file (https://drive.google.com/file/d/1iIZWN_1jsoxJ_tjoKrEJsvsGFhkOXi-q/view?usp=sharing)
Oath of the Hero
To take the oath of the hero is to swear protection for all. Paladins who take the oath of the hero take on an immense duty, and few are willing to take the oath. The selflessness and will required to be the true hero that this oath demands is only possessed by a miniscule few. Those that do swear the oath of the hero, however, sometimes called gold knights, are revered as saviors. Few paladins who take this oath reach the heights of a true hero because of its demands, but those that do have been remembered since the dawn of time and will be remembered until the world takes its last, dying breath.
Tenets of the Hero
Strength. A hero must be strong in arms so that they can defeat any evil that arises against them or their charges.
Bravery. A hero must be strong in heart as well. As a hero, you must never falter or fail to act. You must be the one to stand when all others fall.
Protection. A hero’s goal is to protect and save others from evil. You must protect everybody, no matter their background or race. Be their shield.
Always Answer the Call. A hero must always answer when called for. Never ignore the call, whether it be a summons from a king or a cry from a child. When somebody calls for a hero, they call for you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Hero Spells
3rd level: compelled duel, heroism
5th level: aid, enhance ability
9th level: beacon of hope, crusader’s mantle
13th level: aura of purity, death ward
17th level: destructive wave, steel wind strike
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hero’s Call. As a reaction to a friendly creature within 60 feet of you, besides yourself, taking damage, you can use your Channel Divinity to end any effects on yourself causing you to be charmed, frightened, poisoned, or stunned. Additionally, you gain temporary hit points equal to your paladin level plus your Charisma modifier.
Legendary Strength. As an action using your Channel Divinity, you can increase your strength for the next minute. During this time, you have a +5 bonus to all Strength checks you make, and your jump distances and heights double.
Aura of Heroism
Beginning at 7th level, your legacy of heroics inspires those around you to fight for your ideals. All allies within 10 feet of you can add your Charisma modifier to their damage rolls.
At 18th level, the range of this aura increases to 30 feet.
Legendary Blows
Starting at 15th level, whenever you use your Divine Smite feature to augment an attack, you can choose to make the blow legendary. You can do this a number of times equal to your Charisma modifier, regaining all uses upon completing a long rest. Making a blow legendary imparts the following effects:
The attack deals an additional 2d8 bludgeoning damage
The target must make a Strength saving throw against your paladin spell save DC, being knocked back 30 feet on a failure and 15 feet on a success. Scoring a critical hit doubles the distance
Symbol of Peace
At 20th level, you have attained the ultimate legacy and heroism. Criminals and evil-doers tremble at the sound of your name. As an action, you can begin channeling your legacy, the legacy of a true hero. You can use this feature once, regaining its use upon completing a long rest. While channeling your legacy, you gain the following benefits:
All of your blows are legendary whether or not you choose to augment your attacks with Divine Smite. While this feature is active, you do not consume uses of Legendary Blows
Directly after making an attack, you can immediately move up to your movement speed without provoking opportunity attacks
Specifically, my biggest concern is the Legendary Blows feature. With the exception of Oath of Conquest and Oath of Vengeance, all of the 15th level paladin features are strictly defensive passives. I really like the idea, but I'm worried that it strays too far from the intended balance progression, or - more generally - that the subclass should steer away from adding fuel to the fire of paladin's burst damage. I've toyed with concepts of features like a "Hero's Resolve" or something, or perhaps reducing the damage to just 1d8, but I always come back to the idea that Legendary Blows is cool, and a central point of Symbol of Peace.
Aside from those, I'm happy to hear any other constructive criticisms/advice/suggestions that you have regarding the subclass. Thanks for reading! :smallbiggrin:
Google doc (https://docs.google.com/document/d/1DYSMTDd4MaxmmlZgoYU7dkkN7pPMqg3LVyEKlVnJsYg/edit?usp=sharing)
PDF file (https://drive.google.com/file/d/1iIZWN_1jsoxJ_tjoKrEJsvsGFhkOXi-q/view?usp=sharing)
Oath of the Hero
To take the oath of the hero is to swear protection for all. Paladins who take the oath of the hero take on an immense duty, and few are willing to take the oath. The selflessness and will required to be the true hero that this oath demands is only possessed by a miniscule few. Those that do swear the oath of the hero, however, sometimes called gold knights, are revered as saviors. Few paladins who take this oath reach the heights of a true hero because of its demands, but those that do have been remembered since the dawn of time and will be remembered until the world takes its last, dying breath.
Tenets of the Hero
Strength. A hero must be strong in arms so that they can defeat any evil that arises against them or their charges.
Bravery. A hero must be strong in heart as well. As a hero, you must never falter or fail to act. You must be the one to stand when all others fall.
Protection. A hero’s goal is to protect and save others from evil. You must protect everybody, no matter their background or race. Be their shield.
Always Answer the Call. A hero must always answer when called for. Never ignore the call, whether it be a summons from a king or a cry from a child. When somebody calls for a hero, they call for you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Hero Spells
3rd level: compelled duel, heroism
5th level: aid, enhance ability
9th level: beacon of hope, crusader’s mantle
13th level: aura of purity, death ward
17th level: destructive wave, steel wind strike
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Hero’s Call. As a reaction to a friendly creature within 60 feet of you, besides yourself, taking damage, you can use your Channel Divinity to end any effects on yourself causing you to be charmed, frightened, poisoned, or stunned. Additionally, you gain temporary hit points equal to your paladin level plus your Charisma modifier.
Legendary Strength. As an action using your Channel Divinity, you can increase your strength for the next minute. During this time, you have a +5 bonus to all Strength checks you make, and your jump distances and heights double.
Aura of Heroism
Beginning at 7th level, your legacy of heroics inspires those around you to fight for your ideals. All allies within 10 feet of you can add your Charisma modifier to their damage rolls.
At 18th level, the range of this aura increases to 30 feet.
Legendary Blows
Starting at 15th level, whenever you use your Divine Smite feature to augment an attack, you can choose to make the blow legendary. You can do this a number of times equal to your Charisma modifier, regaining all uses upon completing a long rest. Making a blow legendary imparts the following effects:
The attack deals an additional 2d8 bludgeoning damage
The target must make a Strength saving throw against your paladin spell save DC, being knocked back 30 feet on a failure and 15 feet on a success. Scoring a critical hit doubles the distance
Symbol of Peace
At 20th level, you have attained the ultimate legacy and heroism. Criminals and evil-doers tremble at the sound of your name. As an action, you can begin channeling your legacy, the legacy of a true hero. You can use this feature once, regaining its use upon completing a long rest. While channeling your legacy, you gain the following benefits:
All of your blows are legendary whether or not you choose to augment your attacks with Divine Smite. While this feature is active, you do not consume uses of Legendary Blows
Directly after making an attack, you can immediately move up to your movement speed without provoking opportunity attacks