Tungstonia
2021-10-23, 11:03 AM
Oath of Stone
(Paladin subclass)
Tenets of Stone
Patience before action. Don’t make haste. Given long enough, a path will open before you. Endure any insult and do not be provoked into action. Even the greatest empires erode before the mountains.
No virtue in pleasure. Pleasure is neither good or bad, but can be a distraction. It is should only be sough out if it doesn’t interfere with your quest or purpose. Be slow to indulge
Transformation under pressure. You are a stone in the rough, and change should not come easy. Only through intense training or experiences can one grow stronger. Seek out adversity and challenge for they will temper you.
No stone left unturned. The truths of this world are not written on its surface, but lie beneath. Seek out what is not obvious and reveal the forces that shape the present.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Stone spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Earth Tremor, Shield |
| 5th | Maximilian's Earthen Grasp, Shatter |
| 9th | Erupting Earth, Slow |
| 13th | Stone shape, Gravity Sinkhole |
| 17th | Wall of Stone, Conjure Volley |
Channel Divinity
(3rd level)
You gain the following two Channel Divinity Options. See the Sacred Oath class feature for how Channel Divinity works.
Earthen Aegis. You can use your Channel Divinity to conjure a protective layer of sediment, stone or crystal. As a bonus action, you present your holy symbol to place a protective ward on yourself or a creature within 30 feet of you which grants the following effects for 1 minute:
• +1 AC
• Immunity to Poison Damage
• Ignore effects of Difficult Terrain
If the creature with this ward or you are incapacitated, this effect ends
Seismic Cleave. You can use your Channel Divinity to cleave the ground beneath your feat. Whenever you hit a creature, you may cause a 15 ft cone from the targeted creature to erupt with a seismic blast. Each creature in the area is dealt force damage equal to your Charisma modifier and must make a Strength Saving throw (equal to your spell save DC) or be knocked prone.
Aura of Magnetism
(7th level)
Starting at 7th level, you emanate an aura of magnetic attraction while you’re not incapacitated. When an enemy makes a ranged weapon attack targeting a creature of your choosing within your aura, they must make a Charisma Save or the attack targets you instead. Melee weapon attacks against a creature of your choosing in this aura must first succeed a Strength Save or the attack is directed towards you instead. If the failing creature is not in melee range of you already, they are either pulled into melee with you to perform their attack or can drop their weapon and perform no attack instead.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Impact Crater
(15th level)
At 15th level, your blows disrupt the ground and leave large craters. When you land a melee weapon attack on a creature and use Divine Smite, you can create an area of difficult terrain that extends 15 feet from the targeted creature. You may use the ability a number of times equal to your strength modifier per long rest.
One with the Earth
(20th level)
At 20th level, you can harness the power of earth elementals and become an immovable object. As an action, you gain the following benefits for 1 minute:
• You are resistant to bludgeoning, piercing, and slashing from nonmagical weapons
• You gain any benefits of the Earth Glide spell but can move up to half your movement speed
• You deal double damage to objects and structures
• You gain 3 uses of Legendary Resistance (if you fail a saving throw, you can choose to succeed instead).
Once you use this feature, you can’t use it again until you finish a long rest.
Hoping to get some feedback on balancing this and making sure it isn't too strong or weak. Feel like the spell list and channel divinities need some work. I was thinking of switching up seismic cleave channel divinity and impact crater. Like have a minute-long effect where your attacks generate difficult terrain but at level 15 you can use smites to hit in a 15 ft cone with a chance to knock over enemies prone. Was also thinking of buffing the earthen aegis ability but having it half the creatures movement speed who has it. Let me know what yall think!
(Paladin subclass)
Tenets of Stone
Patience before action. Don’t make haste. Given long enough, a path will open before you. Endure any insult and do not be provoked into action. Even the greatest empires erode before the mountains.
No virtue in pleasure. Pleasure is neither good or bad, but can be a distraction. It is should only be sough out if it doesn’t interfere with your quest or purpose. Be slow to indulge
Transformation under pressure. You are a stone in the rough, and change should not come easy. Only through intense training or experiences can one grow stronger. Seek out adversity and challenge for they will temper you.
No stone left unturned. The truths of this world are not written on its surface, but lie beneath. Seek out what is not obvious and reveal the forces that shape the present.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Stone spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Earth Tremor, Shield |
| 5th | Maximilian's Earthen Grasp, Shatter |
| 9th | Erupting Earth, Slow |
| 13th | Stone shape, Gravity Sinkhole |
| 17th | Wall of Stone, Conjure Volley |
Channel Divinity
(3rd level)
You gain the following two Channel Divinity Options. See the Sacred Oath class feature for how Channel Divinity works.
Earthen Aegis. You can use your Channel Divinity to conjure a protective layer of sediment, stone or crystal. As a bonus action, you present your holy symbol to place a protective ward on yourself or a creature within 30 feet of you which grants the following effects for 1 minute:
• +1 AC
• Immunity to Poison Damage
• Ignore effects of Difficult Terrain
If the creature with this ward or you are incapacitated, this effect ends
Seismic Cleave. You can use your Channel Divinity to cleave the ground beneath your feat. Whenever you hit a creature, you may cause a 15 ft cone from the targeted creature to erupt with a seismic blast. Each creature in the area is dealt force damage equal to your Charisma modifier and must make a Strength Saving throw (equal to your spell save DC) or be knocked prone.
Aura of Magnetism
(7th level)
Starting at 7th level, you emanate an aura of magnetic attraction while you’re not incapacitated. When an enemy makes a ranged weapon attack targeting a creature of your choosing within your aura, they must make a Charisma Save or the attack targets you instead. Melee weapon attacks against a creature of your choosing in this aura must first succeed a Strength Save or the attack is directed towards you instead. If the failing creature is not in melee range of you already, they are either pulled into melee with you to perform their attack or can drop their weapon and perform no attack instead.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Impact Crater
(15th level)
At 15th level, your blows disrupt the ground and leave large craters. When you land a melee weapon attack on a creature and use Divine Smite, you can create an area of difficult terrain that extends 15 feet from the targeted creature. You may use the ability a number of times equal to your strength modifier per long rest.
One with the Earth
(20th level)
At 20th level, you can harness the power of earth elementals and become an immovable object. As an action, you gain the following benefits for 1 minute:
• You are resistant to bludgeoning, piercing, and slashing from nonmagical weapons
• You gain any benefits of the Earth Glide spell but can move up to half your movement speed
• You deal double damage to objects and structures
• You gain 3 uses of Legendary Resistance (if you fail a saving throw, you can choose to succeed instead).
Once you use this feature, you can’t use it again until you finish a long rest.
Hoping to get some feedback on balancing this and making sure it isn't too strong or weak. Feel like the spell list and channel divinities need some work. I was thinking of switching up seismic cleave channel divinity and impact crater. Like have a minute-long effect where your attacks generate difficult terrain but at level 15 you can use smites to hit in a 15 ft cone with a chance to knock over enemies prone. Was also thinking of buffing the earthen aegis ability but having it half the creatures movement speed who has it. Let me know what yall think!