[5e] Paladin Oath Homebrew


4th Edition


Not sure if this Paladin Oath is OP or not, but I think it might be. Still, looking for suggestions. This is meant to be an Ilmater-type paladin oath!

~~~~

Oath of Endurance

Almost everyone has a breaking point, where they simply lose their hope, their will, their ability to push on. Not so for those paladins who swear the Oath of Endurance. More than anything, a paladin of this Oath refuses to quit the righteous path, and refuses to let his allies bend or break, either. It is said that while a paladin of Vengeance is the most dangerous foe, the paladin of Endurance is the one who will pursue you unfailingly. They are sometimes called crimson knights or guardians.

Tenets of Endurance

The Enduring paladin's primary purpose is to be an example for what can be done when one pushes past their own breaking point. These tenets are the most common among them:
Succor for the Hopeless. Where hope is lost, evil comes to fill the void. Be a light in the darkness for all who need it.
Strength for the Weak. Stand between the army and those who cannot hope to crush it. Be the example that turns the tide of battle.
Courtesy to the Low. A thief may be so for a lack of valuables. A beggar may be struck low by curse or disease. Show those who suffer that you want to help them.
Never Surrender. While retreating from a battle is acceptable, you should be the last to leave the battlefield, and surrender is not an option.

Oath Spells

You gain the following Oath spells at the listed levels.

Level: Spells
3rd: cure wounds, heroism
5th: enhance ability, lesser restoration
9th: remove curse, revivify
13th: death ward, locate creature
17th: greater restoration, mass cure wounds

Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Grant Hope. As an action, you present your holy symbol and shout a prayer of endurance. All allies within 30 feet of you, including yourself, gain 2d6 bonus hit points, which last for 1 minute or until they are negated by damage. While a creature has bonus hit points from this effect, they gain advantage on saves against fear.

Turn the Tide. As an action, you present your holy symbol and shout a prayer of strength. All allies within 30 feet of you, including yourself, gain advantage on the next attack roll made within 1 minute. In addition, if an attack roll made by an affected ally hits, their target takes additional damage of the appropriate type equal to your Charisma modifier.

Eternal Succor
At 7th level, your Lay on Hands ability improves, increasing the number of hit points you can restore to your paladin level x 8.

Enduring Stance
At 15th level, you gain proficiency with Strength saves and Constitution saves.

Enduring Pursuit
At 20th level, you are under the constant effects of freedom of movement.

~~~~

Thoughts?

RPG Superstar 2012 Top 32

I love the concept of this!

:-D

I don't think it's overpowered at all.

I think increasing the Lay of Hands to level x 8 is slightly awkward. Maybe increase it to x10?

The Enduring Pursuit ability seems a bit odd. I guess it represents them never giving up by being nigh unstoppable?

I like how this paladin is primarily a healer that can tank, as opposed to a tank that can heal.

I expected this to grant damage resistance at some point, but with all the extra healing, it might not need to.


Thank you!

Actually, I thought x8 would be too much, and that I should've gone with x6, but if x10 works, it works :D

And yes, that's the point of the Enduring Pursuit ability.

RPG Superstar 2012 Top 32

I currently play a cleric in a party of 6 (rogue, wizard, fighter, barbarian, ranger are the others) and it's hard to keep everyone up and healed with just a single healer. The ranger has saved my cleric's life a couple times, and a couple times I needed to be raised.

In large parties it's hard to heal everyone. It's a lot easier in smaller parties.

I don't think healing hit points is overpowered at all. It just lets PCs keep on having fun.


SmiloDan wrote:

I currently play a cleric in a party of 6 (rogue, wizard, fighter, barbarian, ranger are the others) and it's hard to keep everyone up and healed with just a single healer. The ranger has saved my cleric's life a couple times, and a couple times I needed to be raised.

In large parties it's hard to heal everyone. It's a lot easier in smaller parties.

I don't think healing hit points is overpowered at all. It just lets PCs keep on having fun.

Fair enough, healing is considered relatively low-end on the "what you should be doing" front :P

On a different note, thinking of beefing up Enduring Pursuit a bit. For example:

Potential Addition wrote:
In addition, when you use the Dash action, you gain resistance to all damage until the end of your current turn.

Thoughts on that?

RPG Superstar 2012 Top 32

I think just giving resistance to all damage, period, would make a great addition to the 20th level capstone. Or at least bl/pi/sl.

I don't imagine many paladins using the Dash action too often unless it's a bonus action. I've only played from level 1-12 with no paladins, and DMed 1-6 twice with 1 paladin each time, and they're usually doing something besides double moving.

Then again, they have some pretty sweet bonus action spells....

Maybe resistance to all damage when Dashing and Dodging? Possibly while Dipping, Diving, Ducking, and Dodging. ;-)

Community / Forums / Gamer Life / Gaming / D&D / 4th Edition / [5e] Paladin Oath Homebrew All Messageboards

Want to post a reply? Sign in.
Recent threads in 4th Edition