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Help with a homebrew Paladin sub-class
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<blockquote data-quote="Guest 6801718" data-source="post: 6975767"><p>Interesting idea on the mount. Like taking a creature and adding a "dragon template" to it. If that's the case, I'd expand the features the mount gets over a few levels. Start off with perhaps a resistance at lower levels, then add flight or swimming or whatever movement the "master" prefers. Perhaps top it off with a scaled down breath weapon. So at level 7 it gets a resistance to the Master's element. At 15 it gets the movement ability. At 20 a breath weapon. Things like that.</p><p></p><p>Also, going back to the channel divinity, I meant that the damage bonus should be scaled back to be for the paladin only. I probably should have been more clear. The other Oaths only give the channel divinity bonus to the paladin, like adding charisma modifier to the paladin's attack or giving the paladin advantage versus a chosen enemy. The Aura is a bit more powerful. Paladin auras don't start cropping up until level 6 and they start at 10 feet. If you want to keep the aura idea, I'd do it more like the cleric's channel divinity where it can increase in power as you gain levels. So at level 3 it's paladin only, then at 7 it's 10 foot radius, then at 18 it becomes a 30 foot radius. It's a bit more powerful than some of the other Channel Divinity options for paladins, though still fairly balanced. Oath of Vengeance adds abilities to it's channel divinity at higher levels (extra attacks against the chose foe). Considering the Frightful Presence was toned down, using this progression actually keeps things on the same level as Oath of the Ancients and Oath of Vengeance, as far as channel divinity goes. </p><p></p><p>Another thing to consider is another option for Frightful Presence. When looking over Oath of the Ancients, they have a kind of Turn Fey aspect to their channel divinity. They cause Fey to become frightened for a minute and flee. So you could apply that to the dragon master's enemies. The dragon names an enemy type and you can turn them. So a green dragon that lives in the swamps may be bothered by lizardmen, so you can turn lizardmen for a minute. If you go this route, you tweak the other channel divinity damage option to be personal at level 3 and then 10 foot radius at level 15. Then you're exactly on par with Ancients and Vengeance paladins. So just some food for thought.</p></blockquote><p></p>
[QUOTE="Guest 6801718, post: 6975767"] Interesting idea on the mount. Like taking a creature and adding a "dragon template" to it. If that's the case, I'd expand the features the mount gets over a few levels. Start off with perhaps a resistance at lower levels, then add flight or swimming or whatever movement the "master" prefers. Perhaps top it off with a scaled down breath weapon. So at level 7 it gets a resistance to the Master's element. At 15 it gets the movement ability. At 20 a breath weapon. Things like that. Also, going back to the channel divinity, I meant that the damage bonus should be scaled back to be for the paladin only. I probably should have been more clear. The other Oaths only give the channel divinity bonus to the paladin, like adding charisma modifier to the paladin's attack or giving the paladin advantage versus a chosen enemy. The Aura is a bit more powerful. Paladin auras don't start cropping up until level 6 and they start at 10 feet. If you want to keep the aura idea, I'd do it more like the cleric's channel divinity where it can increase in power as you gain levels. So at level 3 it's paladin only, then at 7 it's 10 foot radius, then at 18 it becomes a 30 foot radius. It's a bit more powerful than some of the other Channel Divinity options for paladins, though still fairly balanced. Oath of Vengeance adds abilities to it's channel divinity at higher levels (extra attacks against the chose foe). Considering the Frightful Presence was toned down, using this progression actually keeps things on the same level as Oath of the Ancients and Oath of Vengeance, as far as channel divinity goes. Another thing to consider is another option for Frightful Presence. When looking over Oath of the Ancients, they have a kind of Turn Fey aspect to their channel divinity. They cause Fey to become frightened for a minute and flee. So you could apply that to the dragon master's enemies. The dragon names an enemy type and you can turn them. So a green dragon that lives in the swamps may be bothered by lizardmen, so you can turn lizardmen for a minute. If you go this route, you tweak the other channel divinity damage option to be personal at level 3 and then 10 foot radius at level 15. Then you're exactly on par with Ancients and Vengeance paladins. So just some food for thought. [/QUOTE]
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Help with a homebrew Paladin sub-class
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