LiteralMachine
2022-02-11, 03:34 PM
In a campaign that I'm DM-ing, one of my players is a Paladin who serves a god called the Traveler. The Traveler is the god of the road, journeys, wanderers, and the nighttime. He offers protection to mortals in the form of the welcoming darkness to hide them, and his clerics and paladins are forbidden from owning land. Even staying at an inn for more than a week or two is frowned upon. I drew inspiration from a few published subclasses in an attempt to keep things balanced. It's working quite well so far!
I'm eager to hear any feedback! Let me know how it goes if you use this (or a reskinned version of it for another deity) in your game!
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Traveler Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level
Spells
3rd
Expeditious Retreat, Protection from Evil and Good
5th
DarkvisionMisty Step, Pass Without Trace
9th
Magic CircleLeomund's Tiny Hut, Haste
13th
Arcane Eye, Freedom of Movement
17th
Teleportation Circle, Circle of Power
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guard the Path. You call upon the Traveler to shield you and your companions. As an action, a blanket of dark mist rises from the ground in a 25 foot radius that heavily obscures the area, centered on you and following you as you move. You and an additional number of creatures you designate up to your CHA modifier (minimum of one creature) instead treat the area as lightly obscured. The mist lasts for 10 minutes, spreads around corners, and cannot be dispersed.
This option only works outdoors, inside abandoned structures, or inside natural structures.
Clear the Path. You can use your Channel Divinity to abjure beings who prey on travelers. As an action, you present your holy symbol and each aberration, monstrosity, elemental, ooze, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
Aura of the Traveler
Starting at 7th level, you and your companions have an uncanny ability to navigate safely through the night. While you are not incapacitated, you and friendly creatures within 10 feet of you are not slowed by moving through nonmagical difficult terrain, have darkvision out to a range of 60 feet, and do not have disadvantage on Perception checks in lightly obscured areas (including dim light). If a creature already has darkvision due to a race or class feature, its darkvision range increases by 30 feet, to a minimum of 60 feet.
At 18th level, the range of this aura increases to 30 feet.
Defender of the Road
Starting at 15th level, you can strike back against foes who attempt to waylay travelers. Whenever you or a creature you can see within 30 feet of you succeeds on a Dexterity, a Strength, or a Constitution saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw is forced to make a saving throw by an enemy, as a reaction you may move up to double your base movement speed toward that enemy, and you may make a melee weapon attack against it if this movement puts you within range.
Traveler's Flight
At 20th level, you may call upon a spark of the Traveler's power to augment your body and abilities. Using your action, you undergo a transformation. For 3 hours, you gain the following benefits:
Wings sprout from your back (or your existing wings transform, if applicable), giving you a flying speed of 60 90 feet. The wings have a form of your choosing (e.g. draconic, angelic, insectoid), and any armor or clothing you are wearing reshapes itself to allow for flight. If you already have a flying speed, it increases by 30 45 feet, to a minimum of 60 90 feet.
You may take the dodge action as a bonus action.
You gain truesight out to a range of 120 feet.
Your carrying capacity quadruples, as though you were two size categories larger than usual. Any weight you carry does not obstruct the use of your hands.
You can force an attack targeted at willing creatures that you are carrying to target you instead.
Once you use this feature, you can't use it again until you finish a long rest.
I'm eager to hear any feedback! Let me know how it goes if you use this (or a reskinned version of it for another deity) in your game!
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Traveler Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level
Spells
3rd
Expeditious Retreat, Protection from Evil and Good
5th
DarkvisionMisty Step, Pass Without Trace
9th
Magic CircleLeomund's Tiny Hut, Haste
13th
Arcane Eye, Freedom of Movement
17th
Teleportation Circle, Circle of Power
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guard the Path. You call upon the Traveler to shield you and your companions. As an action, a blanket of dark mist rises from the ground in a 25 foot radius that heavily obscures the area, centered on you and following you as you move. You and an additional number of creatures you designate up to your CHA modifier (minimum of one creature) instead treat the area as lightly obscured. The mist lasts for 10 minutes, spreads around corners, and cannot be dispersed.
This option only works outdoors, inside abandoned structures, or inside natural structures.
Clear the Path. You can use your Channel Divinity to abjure beings who prey on travelers. As an action, you present your holy symbol and each aberration, monstrosity, elemental, ooze, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
Aura of the Traveler
Starting at 7th level, you and your companions have an uncanny ability to navigate safely through the night. While you are not incapacitated, you and friendly creatures within 10 feet of you are not slowed by moving through nonmagical difficult terrain, have darkvision out to a range of 60 feet, and do not have disadvantage on Perception checks in lightly obscured areas (including dim light). If a creature already has darkvision due to a race or class feature, its darkvision range increases by 30 feet, to a minimum of 60 feet.
At 18th level, the range of this aura increases to 30 feet.
Defender of the Road
Starting at 15th level, you can strike back against foes who attempt to waylay travelers. Whenever you or a creature you can see within 30 feet of you succeeds on a Dexterity, a Strength, or a Constitution saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw is forced to make a saving throw by an enemy, as a reaction you may move up to double your base movement speed toward that enemy, and you may make a melee weapon attack against it if this movement puts you within range.
Traveler's Flight
At 20th level, you may call upon a spark of the Traveler's power to augment your body and abilities. Using your action, you undergo a transformation. For 3 hours, you gain the following benefits:
Wings sprout from your back (or your existing wings transform, if applicable), giving you a flying speed of 60 90 feet. The wings have a form of your choosing (e.g. draconic, angelic, insectoid), and any armor or clothing you are wearing reshapes itself to allow for flight. If you already have a flying speed, it increases by 30 45 feet, to a minimum of 60 90 feet.
You may take the dodge action as a bonus action.
You gain truesight out to a range of 120 feet.
Your carrying capacity quadruples, as though you were two size categories larger than usual. Any weight you carry does not obstruct the use of your hands.
You can force an attack targeted at willing creatures that you are carrying to target you instead.
Once you use this feature, you can't use it again until you finish a long rest.