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Oath of Annulment (Paladin Subclass)
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<blockquote data-quote="AlmirEldignor" data-source="post: 6815110" data-attributes="member: 6795736"><p><span style="font-size: 15px"><span style="font-size: 10px">So basically I'm trying to make an anti-magic paladin subclass (think DA templars), with bonuses against elementals and aberrations as well as spellcasters (hence the bonus feature in the beginning). I've got most of it pretty much worked out, except the severely WIP capstone. Any feedback on the subclass, the capstone in particular, would be appreciated. The three spells mentioned in the oath spells that arent on the original spells list are from my collection of homebrewed ones <a href="http://www.enworld.org/forum/showthread.php?453052-Some-Homebrew-ish-Spells" target="_blank">here</a>. I've included alternate spells to be used if you arent into the ones found there (notated in parentheses).</span></span></p><p></p><p></p><p></p><p><span style="font-size: 15px">Oath of Annulment</span></p><p> </p><p><span style="font-size: 12px">Eldritch Sense</span></p><p>Beginning when you take this oath at 3rd level, any time you use your Divine Sense, you can detect elementals and aberrations in addition to celestials, fiends, and undead. Your Divine Smite deals an extra 1d8 damage to these creatures, as well as any creature capable of casting at least one spell.</p><p> </p><p><span style="font-size: 12px">Oath Spells</span></p><table style='width: 100%'><tr><td>Level</td><td>Spells</td></tr><tr><td>3rd</td><td>detect magic, shield</td></tr><tr><td>5th</td><td>silence, nystul's magic aura</td></tr><tr><td>9th</td><td>counterspell, remove curse</td></tr><tr><td>13th</td><td>backfire (elemental bane), banishment</td></tr><tr><td>17th</td><td>dispel evil and good, mind fog (circle of power)</td></tr></table><p><span style="font-size: 12px">Channel Divinity</span></p><p>When you take this oath at 3rd level, you gain the following Channel Divinity options:</p><p> <strong>Abjure Magic</strong> You can use your Channel Divinity to cleanse an area of hostile magic. As an action, you can dispel negative magical effects from allies, and positive effects from enemies. Make a Charisma ability check for each spell effect of up to 6 creatures within 20 feet of you, starting with the ones closest to you (the DC is 10 + the spell's level). On a success, that effect is ended. You can only dispel one effect on any given creature with a single use of this ability.</p><p> <strong>Turn the Arcane</strong> As an action, you present your holy symbol, and each elemental or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. If the creature fails its saving throw it is turned for 1 minute or until it takes damage. If the creature is native to a plane other than the one you are on and it fails its saving throw by 8 or more, it is instead banished for 1 minute.</p><p> </p><p><span style="font-size: 12px">Aura of Warding</span></p><p>Beginning at 7th level, you grant yourself and any allies within 10 feet of you resistance to damage from spells. At 18th level the range of this aura increases to 30 feet. You must be conscious to grant this bonus.</p><p> </p><p><span style="font-size: 12px">Spellbreaker</span></p><p>Beginning at 15th level, when you make an ability check to dispel a magical effect with your Channel Divinity, or with the <em>dispel magic</em> or <em>counterspell</em> spells, you can add your proficiency bonus to the check. Also, when you use your Divine Smite on a creature that is concentrating on a spell, it automatically fails its saving throw to maintain its concentration.</p><p> </p><p><span style="font-size: 12px">Eldritch Champion</span></p><p>For 1 minute</p><p>· immune to damage from spells</p><p>· adv on saves vs spells</p><p>· you can use cleansing touch without expending uses</p><p></p><p>Spellshield</p><p>2nd Level Abjuration</p><p>Casting Time: 1 Action</p><p>Range: 50 Feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 Minute.</p><p>Choose a creature you can see within range. That creature is prevented from casting spells or using magical abilities unless it makes a successful ability check with its spellcasting ability vs your spell save DC. On a success, the creature casts the spell or ability as normal, but on a failure the usage is consumed and the spell or ability has no effect.</p><p></p><p>Backfire</p><p>4th Level Transmutation</p><p>Casting Time: 1 Action</p><p>Range: 30 Feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 Minute</p><p>Choose a creature you can see within range. The next time it casts a spell, it must make a Wisdom saving throw. On a failure, it takes Necrotic damage equal to 1d10 times the spell's level, and the spell fails (the spell slot is still consumed), and this spell ends. On a success, it takes only half as much damage and the spell does not fail. A creature is unaware it has been affected by magic, both before and after attempting to cast a spell, unless it either succeeds on an Intelligence (Arcana) check vs your spell save DC, or has some way of sensing magic, such as the detect magic spell.</p><p></p><p>Mind Fog</p><p>5th Level Enchantment</p><p>Casting Time: 1 Action</p><p>Range: 60 Feet</p><p>Components: V, S</p><p>Duration: Concentration, up to 1 Minute</p><p>You create a 20 foot radius sphere of thin blue vapors centered on a point you choose within range. The vapors spread around corners. It lasts for the duration or until strong wind disperses them, ending the spell. Its area is lightly obscured. Creatures in to fog's area have disadvantage on Intelligence, Wisdom, and Charisma save and checks and must make a Constitution saving throw to be able to cast a spell, as well as make the throw at the beginning of its turn if it is concentrating on one, as the magic clouds the creature's mind.</p><p></p><p><span style="color: #000000">Again, any input would be helpful, thanks <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></span></p><p><span style="color: #000000">UPDATE: There is a link to a homebrewery version of the class that includes the spells, I'll leave the original text here just in case also</span></p><p><span style="color: #000000">[URL unfurl="true"]https://homebrewery.naturalcrit.com/share/HJOOTh9Og[/URL]</span></p></blockquote><p></p>
[QUOTE="AlmirEldignor, post: 6815110, member: 6795736"] [SIZE=4][SIZE=2]So basically I'm trying to make an anti-magic paladin subclass (think DA templars), with bonuses against elementals and aberrations as well as spellcasters (hence the bonus feature in the beginning). I've got most of it pretty much worked out, except the severely WIP capstone. Any feedback on the subclass, the capstone in particular, would be appreciated. The three spells mentioned in the oath spells that arent on the original spells list are from my collection of homebrewed ones [URL='http://www.enworld.org/forum/showthread.php?453052-Some-Homebrew-ish-Spells']here[/URL]. I've included alternate spells to be used if you arent into the ones found there (notated in parentheses).[/SIZE][/SIZE] [SIZE=4]Oath of Annulment[/SIZE] [SIZE=3]Eldritch Sense[/SIZE] Beginning when you take this oath at 3rd level, any time you use your Divine Sense, you can detect elementals and aberrations in addition to celestials, fiends, and undead. Your Divine Smite deals an extra 1d8 damage to these creatures, as well as any creature capable of casting at least one spell. [SIZE=3]Oath Spells[/SIZE] [TABLE] [TR] [TD]Level[/TD] [TD]Spells[/TD] [/TR] [TR] [TD]3rd[/TD] [TD]detect magic, shield[/TD] [/TR] [TR] [TD]5th[/TD] [TD]silence, nystul's magic aura[/TD] [/TR] [TR] [TD]9th[/TD] [TD]counterspell, remove curse[/TD] [/TR] [TR] [TD]13th[/TD] [TD]backfire (elemental bane), banishment[/TD] [/TR] [TR] [TD]17th[/TD] [TD]dispel evil and good, mind fog (circle of power)[/TD] [/TR] [/TABLE] [SIZE=3]Channel Divinity[/SIZE] When you take this oath at 3rd level, you gain the following Channel Divinity options: [B]Abjure Magic[/B] You can use your Channel Divinity to cleanse an area of hostile magic. As an action, you can dispel negative magical effects from allies, and positive effects from enemies. Make a Charisma ability check for each spell effect of up to 6 creatures within 20 feet of you, starting with the ones closest to you (the DC is 10 + the spell's level). On a success, that effect is ended. You can only dispel one effect on any given creature with a single use of this ability. [B]Turn the Arcane[/B] As an action, you present your holy symbol, and each elemental or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. If the creature fails its saving throw it is turned for 1 minute or until it takes damage. If the creature is native to a plane other than the one you are on and it fails its saving throw by 8 or more, it is instead banished for 1 minute. [SIZE=3]Aura of Warding[/SIZE] Beginning at 7th level, you grant yourself and any allies within 10 feet of you resistance to damage from spells. At 18th level the range of this aura increases to 30 feet. You must be conscious to grant this bonus. [SIZE=3]Spellbreaker[/SIZE] Beginning at 15th level, when you make an ability check to dispel a magical effect with your Channel Divinity, or with the [I]dispel magic[/I] or [I]counterspell[/I] spells, you can add your proficiency bonus to the check. Also, when you use your Divine Smite on a creature that is concentrating on a spell, it automatically fails its saving throw to maintain its concentration. [SIZE=3]Eldritch Champion[/SIZE] For 1 minute · immune to damage from spells · adv on saves vs spells · you can use cleansing touch without expending uses Spellshield 2nd Level Abjuration Casting Time: 1 Action Range: 50 Feet Components: V, S Duration: Concentration, up to 1 Minute. Choose a creature you can see within range. That creature is prevented from casting spells or using magical abilities unless it makes a successful ability check with its spellcasting ability vs your spell save DC. On a success, the creature casts the spell or ability as normal, but on a failure the usage is consumed and the spell or ability has no effect. Backfire 4th Level Transmutation Casting Time: 1 Action Range: 30 Feet Components: V, S Duration: Concentration, up to 1 Minute Choose a creature you can see within range. The next time it casts a spell, it must make a Wisdom saving throw. On a failure, it takes Necrotic damage equal to 1d10 times the spell's level, and the spell fails (the spell slot is still consumed), and this spell ends. On a success, it takes only half as much damage and the spell does not fail. A creature is unaware it has been affected by magic, both before and after attempting to cast a spell, unless it either succeeds on an Intelligence (Arcana) check vs your spell save DC, or has some way of sensing magic, such as the detect magic spell. Mind Fog 5th Level Enchantment Casting Time: 1 Action Range: 60 Feet Components: V, S Duration: Concentration, up to 1 Minute You create a 20 foot radius sphere of thin blue vapors centered on a point you choose within range. The vapors spread around corners. It lasts for the duration or until strong wind disperses them, ending the spell. Its area is lightly obscured. Creatures in to fog's area have disadvantage on Intelligence, Wisdom, and Charisma save and checks and must make a Constitution saving throw to be able to cast a spell, as well as make the throw at the beginning of its turn if it is concentrating on one, as the magic clouds the creature's mind. [COLOR=#000000]Again, any input would be helpful, thanks :) UPDATE: There is a link to a homebrewery version of the class that includes the spells, I'll leave the original text here just in case also [URL unfurl="true"]https://homebrewery.naturalcrit.com/share/HJOOTh9Og[/URL][/COLOR] [/QUOTE]
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