Will do. By the way, have you made any additional changes to the oath not represented in the first post?
It's been interesting to compare and contrast our settings over the last several months, as we have a number of thematically similar elements written into them. On Etratia, there's a group of paladins (Order of the Scales) dedicated to a god of justice (Jordovis), and this oath would match them almost perfectly. Their role in history and modern times is significantly different in my setting than yours, but in terms of how and why they perform their duties, they're very similar.
Sorry for the delayed response nevvur, I was trying to find a lovely photoshopped layout DM Kiado did for me, but it turns out it was the old version prior to updates.
I have not made any changes beyond what is posted here. Let me know if you change anything around for your own use. Very interested in hearing how you use this in your world lore and how it plays if you get to use it in game.
I was about to make a new thread for this, but I figured waste not, want not, or something. As I've mentioned a few times before, I have myself a Paladin of Selune in my group, and when she hit 3rd level I drafted an oath for her based loosely on the concept of the Swords of the Lady aka "Lunatics," with lots of flavor based around the concepts of guidance and light. As time has passed, I've realized a lot of this stuff wasn't going to work well in play, so I've reworked all of the higher-level stuff in the oath and I'm going to offer it to the player next session. I cribbed a lot of ideas from the Oath of Radiance, with some changes for flavor and according to what I think will work better. I'm pretty lax as a DM so I'm not too concerned about this oath being min-maxed or optimized, but I do want to give the paladin some features that will let her contribute in combat. She's just about to hit level 7 and get that new aura, so I'm eager to have this ready.
Oath to the Lady - Custom Selunite oath
Tenets of the Moonmaiden
Spread the light of the Lady by word and deed
Be a guide to others with your light and show them the way
Seek those weaker than you and lend them your strength
13th level Paladin: (4) guardian of faith p246, control water p227
17th level Paladin: (5) commune p223, circle of power p221
Channel Divinity (3rd level, use once per rest)
Divine Light: As an action you may present your holy symbol, creating a 10’ radius area of bright light within 10’ of you that lasts for 1 minute. The bright light dispels magical darkness and invisibility, and ghostly white outlines reveal the true form of shape-changers and creatures disguised or transformed by magic. Any fey, celestial, elemental, fiendish, or undead creatures within the bright light make attack rolls with disadvantage.
Guided strike (p63): You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Aura of Guidance (7th level) The light of Selune follows you wherever you go, cutting through deceptions and shadows. You and friendly creatures within 10 feet of you add your Charisma Modifier to Wisdom checks. You make Wisdom Saving throws with advantage. At 18th level, the range of the aura increases to 30 feet.
Lunatic Frenzy (15th level) Draw upon hidden reserves to punish those who would underestimate you. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point on a successful Constitution DC 10 saving throw. Until the end of your next turn, you can choose to deliver maximum damage on one successful melee attack. Each time you are reduced to zero hit points, the DC of the saving throw goes up by 5. A long rest resets the DC to 10.
Tears of Selune (level 20, use once per long rest) Transform yourself into an avatar of the Moonmaiden to turn the tide of battle. As an action, chilling moonlight streams from your eyes in a 30 foot cone, with dim light shining 30 feet beyond that. This transformation lasts for one minute. Enemy creatures caught in the light are slowed to half their normal speed. Any shapechangers or magically disguised creatures who take damage while in the light revert to their true form. Whenever a creature hits you with an attack, you can choose to use your reaction to blast them with spiritual energy. Seven stars of blinding white light appear around your eyes and bombard your attacker. The creature must make a Constitution save against your spellcasting DC. On a success, it takes half of 7d4 radiant damage. On a failure, it takes 7d4 radiant damage and is blinded for up to one minute. They can retake the saving throw on each of their turns.
EDIT: I'm having a lot of trouble making that aura worthwhile. I completely forgot that the generic Aura of Protection already grants the paladin's CHA mod to ALL saving throws. Now its benefit is that the mod gets added to Wisdom checks as well as saves, and grants advantage PLUS the CHA mod from aura of protection to saving throws. This could be better, I need some help with it I think :/
Post by misanthropicblue on May 29, 2017 2:08:17 GMT
I had a new player say he wanted to play a dwarf paladin. I wasn't sure the combo would fit well with the rest of the party until he showed up yesterday with Broseph Stalin, champion of the worker. How could I say no? I think I'll suggest he dual oweild a hammer and sickle next week.
Working on an oath for the paladin of Argovas in my current campaign, only finished up to level 7 atm but thought I'd get some feedback.
Oath of Labor
The traditional oath sworn by paladins of Argovas, the Oath of Labor is sworn by the Coins (their official title) that serve the church. Argovas is a god of wealth, civilization, and (most especially) hard work. To the church of Argovas, the single greatest sin is sloth, and so long as a person is willing to put in the effort then they can achieve any goal they set their sights on.
Tenets of the Oath of Labor: • Deal square. Whether it be in business or otherwise, only those of weak character need to resort to trickery to get out ahead. • Deal, don’t give or take. If you take something then you must offer something in return of equal or greater value. This can be coin, goods, services, anything so long as it is accepted by both parties. • Own your failings. When you make a mistake, own it and learn from it. • Be more than a weapon. When possible, choose a weapon that doubles as a tool. Axes and hammers have functions beyond violence, where the sword does not.
Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options. Weight of Labor. You can use your Channel Divinity to cause an opponent to feel the exhaustion of a kingdom’s worth of labor. As an action, you may target a creature within 10 feet that you can see. The creature must succeed on a Constitution or Charisma save (its choice) or be exhausted. Mechanically this is treated as the third level of exhaustion (PHB 291). Turn the Foreign. You can use your Channel Divinity to utter ancient words that are painful for fiends and celestials to hear. This ability affects celestials and fiends but otherwise functions as the Turn ability used by Oath of Devotion and Oath of the Ancients paladins.
Aura of Endurance Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saves against nonmagical environmental hazards and resistance to nonmagical environmental damage while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Last Edit: Jun 23, 2017 3:02:18 GMT by meribson: Added feedback from GitP