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weaseldust
2015-04-25, 06:52 PM
... by which I mean 4 new Paladin oaths, and also another subclass based on a sort of quasi-oath, which is intended to serve as a stop-gap for Paladins who abandon their original oath. The emphasis is on flavourfulness throughout.

I found it difficult balancing the Channel Divinities. They have to define the flavour of the subclass and compete for a scarce resource without letting the already-powerful Paladin do too much. I mostly used them to imitate those spells that partly suited the subclass but not enough to become oath spells. Designing level 20 abilities is also a struggle. The theme of the existing Paladin capstones is always just 'wreck everything with ludicrous ease for one minute per day', which is hard to do in novel ways.


Oath 1: Oath of Simplicity

Much like a vow of poverty: a Paladin who swears to set aside worldly comforts, like shoes and edged weapons, and to retreat to the woods to learn to live as the animals do. The spells and abilities are mostly based around being self-sufficient without using money or technology, and also destroying the wealth or equipment of enemies. Notable features include making your shirt act like plate and embarrassing rich enemies until they give away some of their wealth.

Tenets:


- You vow to possess no wealth but a staff and sackcloth garments (some may even go without the sackcloth garments). You may carry tools necessary for survival if they are ‘homespun’, which means that you either made them yourself or adapted them from natural materials.

-You vow to forswear all the artifice of civilisation and seek its eventual destruction; you must avoid technology, politics and all but the smallest settlements.

- You vow to achieve complete self-sufficiency using only what is provided by nature, which includes living with and learning from the example of wild animals.

- You vow to free creatures who have been enslaved or exploited for the sake of another's greed.

- You vow to encourage and enable charity among those who have not yet set aside the burden of worldly wealth.


Oath Spells:


Level 1: Animal Friendship, Create/Destroy Water
Level 2: Barkskin, Heat Metal
Level 3: Create Food and Water, Water Breathing
Level 4: Freedom of Movement, Fabricate
Level 5: Commune with Nature, Creation


Channel Divinities (level 3 abilities):


All I Need
In a ritual lasting one minute, you may cause your staff to take on the mechanical properties of any weapon or tool of the same size, or cause your sackcloth to take on the properties of any armour or protective clothing that would fit you. You may instead cause a homespun tool to take on the properties of a tool of similar size and shape. The effect lasts until your next short rest. Your equipment does not change its appearance, only its abilities. To copy a magic item, you must have already attuned to it.

Nature Will Provide
After completing a ritual lasting ten minutes, you gain +10 to survival checks within 1 mile of your current location until you next leave the area.


Aura (level 7 ability):


Aura of Equality
Whenever any creature carrying wealth worth more than 100 GP starts their turn within 10 feet of you or attempts to approach to within 10 feet of you (at level 18, 30 feet in both cases) you may choose to force them to pass a charisma check against your spell-casting DC or be filled with shame. If the creature fails, all items worth more than 100 GP carried by them are as if the spell Antipathy had been cast on them with the affected creature as the target. A creature that passes the save is immune until the next day.


Level 15 ability:


Unmaking
Through a ritual lasting 1 hour, you may unmake any artificial device or structure (a trap, a wall, a crossbow, a pocket-watch) that fits into a cube with sides of length ten feet, whether or not you know how it works. Over the course of the hour, it harmlessly falls apart into its component pieces. If you extend your ritual to 8 hours, you may unmake a structure that fits into a cube with sides of length 100 feet. You may rest, but not sleep, while performing the ritual.


Level 20 ability:


Rule of Simplicity
Once per long rest you may activate this ability as an action. When you do so, nominate any number of creatures as allies. For one minute, every artificial object within 30 feet not belonging to yourself or any of them is replaced with a similar, inferior object costing at most 1 gold piece (e.g. swords with wooden swords). All homespun weapons belonging to yourself and your allies in 30 feet gain a +1 bonus to hit and do damage; likewise, your homespun clothing or armour gains a +1 bonus to AC.


Oath 2: Oath of Extermination

A Paladin who takes this oath has identified some insidious Threat to them, their community, or to all living things. The Threat might be Aboleths, or vampirism, or anarchist cells, or rats. It may be a genuine threat, or exaggerated, or entirely imaginary. In any case, their response is to root out all instances of the Threat and burn it with fire. The spells and abilities centre around spying on people, protecting the places you know are safe, and burning everything else with holy flame.

Tenets:


- You vow to be ever vigilant in your search for the Threat, maintaining suspicion wherever you are.

- You vow to study the Threat, but guard against its influence; the truth about it perhaps should not be discussed openly, and you might well mistrust those who share your interest in it (more than you already mistrust everybody anyway, that is).

- You vow to preserve those spaces that remain free from the Threat as havens against it, with the cooperation of their inhabitants or otherwise.

- You vow to purge the Threat from where it is found and leave no traces. Purging should be done with fire. Always and everywhere, with fire.


Oath Spells:


Level 1: Alarm, Burning Hands
Level 2: Detect Thoughts, Scorching Ray
Level 3: Fireball, Glyph of Warding
Level 4: Arcane Eye, Banishment
Level 5: Flame Strike, Passwall


Channel Divinities (level 3 abilities):


Leave No Trace
As an action, you touch a dead creature, which becomes engulfed in holy flames for one minute. All magical effects on the body cease and it resumes its original form if that is different from its current one. The body then burns away over the course of the minute until only vapours and scorched ground remain. Any object or creature on the body takes 2d6 radiant damage per round it remains there and is purged of magical effects and returned to its original form.

Trust No-One
You attach an invisible sensor (to creatures that can see invisible items, it appears like the sensor from the spell Clairvoyance) to a creature and choose a name or concept; should the creature ever entertain a thought featuring that name or concept, the sensor disappears and you immediately learn where the creature is and the content of that thought.


Aura (level 7 ability):


Aura of Suspicion
Within 10 feet (at level 18, 30 feet), creatures and objects that are invisible, disguised, shape-changed or constitute Threats are wreathed in faint flames and take d6 radiant damage at the start of any round begun in that area.


Level 15 ability:


Sniff Them Out
It seems to you that there is a unique scent found only on the Threat or objects or creatures touched by it in the last hour; you can use an action to tell whether a creature or object has the scent; further, you are always aware when some creature or object within 60’ has the scent, though not which one.


Level 20 ability:


Meticulous Purgation:
Once per long rest, you may activate this ability as an action. When you do so, nominate any number of creatures as allies. For 1 minute, every creature, object or surface within 30 feet of you, except those nominated, catches light. Flammable things continue to burn once you are more than 30 feet away. At the start of each of your turns, all burning objects within 30 feet take d6 additional radiant damage. Every time you hit with an attack, you may increase the amount of radiant damage the target takes per turn by 1d6. The scorched area that remains after use of this ability acts as if the spell Antipathy had been cast on it, with the target being the Threat.


Oath 3: Oath of Abnegation

A Paladin who swears this oath has identified a particular kind or source of magical Power as a force of evil in the world (or, if they are evil themselves, a force for hateful good) and has undertaken to avoid using it and to prevent its use by others. The Power might be necromancy, all magic granted by fey, all magic not granted by Orcus, etc. The spells and abilities centre around countering magic users. Features of note are the ability to smite people with their own spell slots, and the ability to jump on magic grenades for your allies.

Tenets:


- You forswear all use of the Power whatsoever.

- You vow to rid the world of all sources, users and traces of the Power.

- You vow to protect innocents from the use of the Power.

- You vow to counter the temptations of the Power; you might demonstrate its inferiority relative to other kinds or sources of magic or provide non-magical alternatives to its use.


Oath Spells:


Level 1: Detect Magic, Identify
Level 2: Silence, Warding Bond
Level 3: Counterspell, Dispel Magic
Level 4: Aura of Purity, Otiluke’s Resilient Sphere
Level 5: Circle of Power, Hallow


Channel Divinities (level 3 abilities):


Quell Magic
As an action, you may inhibit magic within a number of feet equal to 10 times your Paladin level. Roll a d3: all DCs for spells cast into or from within the area decrease by that amount for the next minute.

Redirect Magical Energies
When you pass a save against the effects of a spell, or are targeted by a spell whose effects you are immune to, use your reaction to make an attack against one target within reach. If you hit, you may smite the target without using any of your spell slots, but instead as if using a slot of the level of the spell you overcame.


Aura (level 7 ability):


Aura of Spell Magnetism
Whenever a point, object or creature within 10 feet (at level 18, 30 feet) is chosen as the target of a spell, you may switch the target to be a creature (including yourself), object or point within 5 feet of you. If you choose yourself or the point where you are standing as the target and the spell forces a dexterity save, you may choose to fail the save to give every other creature within range advantage on it.


Level 15 ability:


Counterstrike
When you successfully cast Counterspell against a spell that targets an individual or a point, you may choose to make a charisma check against the spellcasting DC of the caster. You have advantage on the roll if the spell is an instance of the Power. If you succeed, the spell is cast but you may re-designate the caster or the point where they are located as the target of the spell.


Level 20 ability:


Mage Bane:
Once per long rest, you may activate this ability using an action. For one minute, every time a spell-slot is used within 30 feet you may use your reaction either to cause the spell to fail or to cause the user to take damage as if you had smited them using a slot of that level (the damage is doubled if the slot is used for the Power). Whenever you hit a creature with spell-slots with an attack, you may choose to burn one of their slots to smite them with.


Oath 4: Oath of Advancement

This is the oath for Paladins who have discovered the joys of arcane magic and are evangelical about its possibilities. They look to make the world a better place by uncovering ancient secrets not meant for mortal eyes and fireballing anyone who disagrees with their vision of magic-fuelled prosperity for all. The spells and abilities essentially focus on becoming a bit like a wizard with a very overactive Unseen Servant.

Tenets:


- You vow to advance the state of arcane knowledge, perhaps through research but, as you're most likely hardier and less bright than the average wizard, more likely through investigating ancient relics and ruins and so on.

- You vow to use arcane knowledge to advance the well-being of your people (or all people if you prefer): magic houses, magic servants, magic arms and armour, and so on.

- You vow to make glorious exhibitions of arcane power in order to demonstrate its worth and cow its opponents.

- You vow to frustrate those who would keep their arcane secrets for themselves, and to liberate those secrets by force if necessary.


Oath Spells:


Level 1: Identify, Unseen Servant
Level 2: Levitate, Magic Weapon
Level 3: Fireball, Leomund’s Tiny Hut
Level 4: Conjure Minor Elementals, Dimension Door
Level 5: Animate Objects, Telekinesis


Channel Divinities (level 3 abilities):


Arcane Armsmith
You may use your action to cast Mending on a weapon of piece of armour. Alternatively, you may enhance them with magical force. If you choose a weapon, you enhance it so it deals force damage for 1 minute. If you choose a piece of armour, you enhance it so the wearer is resistant to force damage for 1 minute. If it is hit by the spell Disintegrate, the wearer takes half damage but the effect on the armour is ended.

Arcane Companionship
You may cast Find Familiar as a ritual lasting 1 hour. If not an animal, your familiar may be an invisible being of force as per Unseen Servant.


Aura (level 7 ability):


Aura of Arcane Assistance
You have a permanent medium-sized servant made of pure force. It remains within 10 feet (at level 18, 30 feet) of you at all times, understands your instructions and knows who your allies are. It will not attack but will attempt to protect you (or, if you are not threatened, your closest ally within its allowed range) from falling objects or traps; when it does so, you gain advantage on any dexterity saves against their effects. If it is not engaged in protecting you, you may give it orders as if it were an instance of Bigby’s Forceful Hand, Bigby's Interposing Hand or Unseen Servant. It has a strength score of 16 and a dexterity score of 10.


Level 15 ability:


Arcane Ambitions
You gain a spellbook and can inscribe wizard spells of level 1 or 2 in it. You may cast rituals from it like a wizard and may use scrolls of wizard spells. When you prepare spells, you may prepare spells from the book, each in place of one of your Oath spells of the same level or higher. You may not prepare spells from it otherwise.


Level 20 ability:


Open Source Arcanist
Once per long rest you may activate this ability as an action. For one minute, you are aware of all spell-casters within 30 feet and all magical effects on creatures, objects or locations within 30 feet. At the beginning of each of your turns, you may ask the DM for the list of spells prepared of any creature within 30 feet. You may add one spell from the list of level no higher than 5 to your list of spells prepared and remain able to cast it until your next short or long rest is finished, or until you learn another spell in this manner.


Quasi-Oath: The Questioning Paladin

Sometimes a Paladin has to abandon their oath, through weakness or a change of priorities. They might adopt a different oath, become an Oathbreaker, or switch to a new class, but how should they decide which? Clearly they need to do some soul-searching, and for a being whose convictions give them magic powers, that soul-searching is going to take an interesting and potentially dangerous form. The abilities of this sub-class centre around being able to try on new identities for size, either at random or on a whim, until they find a new purpose in life to replace their old oath. It is intended to be a temporary stop-gap while the Paladin decides on what to do next, but it does go up to level 20 and is intended to be useful the whole way.

Tenets:


There are no vows, but there is a maxim: Question yourself, challenge yourself, know yourself. Then you can find your new calling.


Oath Spells:


Again, there are none. Instead, every day when you prepare spells you also prepare two spells of each level you have slots for at random from all lists (or have your DM choose two if you wish). If you get a spell you had prepared yesterday, choose again.


Channel Divinities (level 3 abilities):


Experiment a Little
As an action, alter your own appearance, or that of some of your equipment (including a steed, familiar or animal companion if you have one), in a merely cosmetic way.

Seek Counsel, Seek Answers
State the name of, or a description of, a creature and a question you have for them. That creature communicates an answer to that question to you (or one that satisfies the description) at some time in the next hour. Your DM chooses the manner and content of their answer, which need not be one you anticipated or find useful. The target behaves in line with its usual character and priorities and is not guaranteed to be friendly.


Aura (level 7 ability):


Aura of Questioning
Your example inspires those around you to engage in self-reflection, but also self-doubt. All creatures within 10 feet of you (at level 18, 30 feet) have advantage on Intelligence and Wisdom checks and saves, but disadvantage on Charisma checks and saves. You yourself benefit from the former, but do not suffer the latter penalty.


Level 15 ability:


Eternal Apprentice
At the start of each day, randomly determine two skills to have expertise in. You may not choose the same skill two days in a row.


Level 20 ability:


Indefatigable Whimsy
At this point, you are clearly fated to derive your Paladin powers from your whim rather than your conviction, and they express themselves accordingly. Once per long rest, you may use your action to cast Wish without expending a spell slot, so long as the immediate effects do not extend beyond 30 feet or last beyond 1 minute. Any effects on yourself may last until the end of your next long rest.

(Edited in response to comments.)

Jormengand
2015-04-25, 07:10 PM
Seek Counsel, Seek Answers
State the name of, or a description of, a creature you would like to meet and a question you have for them. You encounter that creature (or one that satisfies the description) at some time in the next hour, although the DM might choose for it to be in circumstances you did not anticipate, and they answer your question, though they are not guaranteed to be friendly.

So... you can Seek a deity and you will encounter that deity within the next hour, regardless of where you are? I don't know enough about 5e to know if Sigil is still a thing, but even if it's not... that's a pretty powerful (if not necessarily useful) ability.

I mean, suppose you want to seek out a wanted criminal, and all you know is their name. Not a problem, you can Seek them and they'll suddenly appear, even if you're standing in the middle of a circle of jittery town guards. Your friend in trouble? Well, so long as she can hide for an hour, you can teleport her to your location.

Plus, being able to get an answer out of any question you like might be just a tad powerful.

Also, "Had smote" in the abnegation capstone should be "Had smitten" or possibly "Smote." The advancement capstone allowing you to reveal all a spellcaster's prepared spells is probably going to become tedious fast.

weaseldust
2015-04-25, 07:22 PM
So... you can Seek a deity and you will encounter that deity within the next hour, regardless of where you are? I don't know enough about 5e to know if Sigil is still a thing, but even if it's not... that's a pretty powerful (if not necessarily useful) ability.

I mean, suppose you want to seek out a wanted criminal, and all you know is their name. Not a problem, you can Seek them and they'll suddenly appear, even if you're standing in the middle of a circle of jittery town guards. Your friend in trouble? Well, so long as she can hide for an hour, you can teleport her to your location.

Plus, being able to get an answer out of any question you like might be just a tad powerful.

It's like Wish, you're at the DM's mercy if you try to achieve something too ambitious. You can Seek a deity, but they could summon you to a pocket dimension to see them and then send you back after 5 seconds, or you could be enslaved into their fiendish harem, etc. You can seek a wanted criminal, but it might be you meet them when they and their band of brigands kidnap you. If your friend is in trouble and you ask to see them, you're likely to accomplish that by ending up in the very same trouble. And you can get an answer to any question, but it might not be a useful one, or one worth the risk of meeting the being that gives it to you.

It's not a useless ability, but like the rest of that subclass it is very much roleplay-oriented.

I don't really like 'had smitten' even if it's correct, so I'm going to pretend 'smote' is the word to use until the English language sees sense and agrees with me.

Flashy
2015-04-26, 01:11 AM
Oath of Simplicity

I'm sort of dubious about an oath of simplicity spell with a consumed 50 GP material component. Perhaps replace Continual Flame with Animal Messenger? Maybe Barkskin?

The PHB also lists oath spells by the class level you get them rather than spell level. 3rd, 5th, 9th, etc. Total nitpick but I thought I'd mention it.

I might cut the second effect off aura of equality? Frightened for the rest of the day unless they can find a charity to donate to strikes me as a bit much for a 7th level ability, and I'm uncomfortable with the idea of a class feature that's limited by forcing party members to abide by your particular code. That's what everyone dislikes about paladins in the first place. I'd treat it like a sort of bardic inspiration. You give party members the ability to replicate the function an item of up to 1000 gp cost once per day, and can also do it yourself.

Apart from that I think this archetype is utterly brilliant. I love everything about it. (My personal favorite of the five)


Oath of Extermination

I think the channel divinity options need work.

Leave No Trace seems so niche as to be nearly useless. Could you help me understand what your intention for it was? It also seems a trifle too wordy. I'd change it to "As an action, you touch a dead creature, which becomes engulfed in holy flames for one minute and quickly crumbles to ash. If you choose, the body is undamaged, but it is purged of all disease, poison and magical effects."

Trust No-One on the other hand seems way too powerful. It's an empowered version of the clairvoyance spell, which normally takes ten minutes to cast and targets a location rather than a creature.

Otherwise I think this archetype is again excellent. I'm particularly fond of Sniff Them Out; there aren't enough abilities based on smell. The spells are a little on the blasty side, but that's sort of the point.


Oath of Abnegation

I'd make quell magic a d4. It's marginally more powerful but it's so much more straightforward.

I honestly don't think I have the expertise to decide whether Mage Bane is balanced or not. My gut instinct is that it's a little too much but never having played at 20th level I have no experience with what something like that would do to the game. It's instant death to liches, and that alone makes me hesitate.

Again, otherwise superb.


Oath of Advancement

Take the "Destroys objects made of force" function off Arcane Armsmith. No 3rd level class ability should be a hard counter for a 5th level spell.

Why the hour long requirement for Arcane Companionship? I'm not sure what it does that just requiring a standard ten minute ritual cast doesn't.

I'm also not sure what exactly the Aura of Arcane Assistance can do. It says it won't attack creatures of its own volition. Does that mean it can be provoked or tricked into attacking creatures? When it attempts to protect you from traps by becoming a wall of force what are the specific mechanical effects? Do you have resistance to damage from traps? Immunity?

At first glance Arcane Ambitions seems vastly too powerful. Ten wizard spells a day, even if only two of a given level and no level above 5th, is potentially game-changing.

I again don't feel comfortable analyzing Open Source Arcanist. Does casting a spell prepared by an enemy burn one of your spell slots? Does it burn one of your enemy's? If the former it's probably fine, if the latter it's almost certainly too powerful.


Questioning Paladin

With Experiment a little, are the changes permanent? If so I actually really like that you could use it to change your appearance radically over a series of months.

I'd slap a can't-summon-a-creature-of-a-CR-higher-than-your-level rider on Seek Counsel, Seek Answers and call it a day.

Aura of Questioning seems weak compared with the existing auras. I'm not totally sure why it gives disadvantage on charisma saves for people around you.

Eternal Apprentice and Indefatigable Whimsy are both probably too powerful.

To me this is the weakest of the archetypes.

In Summation

Really though, this is a lovely collection of Paladin archetypes. I would absolutely allow Simplicity, Extermination and Abnegation in any game I ran and would likely be willing to allow the other two with a bit of touch up work.

Jormengand
2015-04-26, 10:56 AM
You can seek a wanted criminal, but it might be you meet them when they and their band of brigands kidnap you. If your friend is in trouble and you ask to see them, you're likely to accomplish that by ending up in the very same trouble.

But the ability doesn't compel you to go out adventuring during that hour. You can stay in the same room, filled to overflowing with paladins, for that hour, and you will meet that criminal, whether he likes it or not, some time during that hour. You can stay in town and your friend will be teleported to the town. The ability to ask the criminal for a confession is just gravy.

weaseldust
2015-04-26, 05:50 PM
But the ability doesn't compel you to go out adventuring during that hour. You can stay in the same room, filled to overflowing with paladins, for that hour, and you will meet that criminal, whether he likes it or not, some time during that hour. You can stay in town and your friend will be teleported to the town. The ability to ask the criminal for a confession is just gravy.

You can intend to stay in a room full of paladins for an hour. The DM is under no obligation to allow things to proceed so simply. Think of it as a very limited Wish spell, with a correspondingly lowered cap for what the DM should consider unacceptable shenanigans. That's what I hoped the qualification "the DM might choose for it to be in circumstances you did not anticipate" would communicate, though I apologise if that isn't how it reads. How should I rephrase it, do you think?



Flashy, thank you for leaving such detailed and comprehensive comments.


I'm sort of dubious about an oath of simplicity spell with a consumed 50 GP material component. Perhaps replace Continual Flame with Animal Messenger? Maybe Barkskin?

You're right and I just neglected to check the cost. I had Barkskin in mind as an alternative anyway, so I'll replace it with that.


The PHB also lists oath spells by the class level you get them rather than spell level. 3rd, 5th, 9th, etc. Total nitpick but I thought I'd mention it.

Nitpicking is fine, but I don't see any need to change it given that it's easy enough to remember how oath spells work.


I might cut the second effect off aura of equality? Frightened for the rest of the day unless they can find a charity to donate to strikes me as a bit much for a 7th level ability, and I'm uncomfortable with the idea of a class feature that's limited by forcing party members to abide by your particular code. That's what everyone dislikes about paladins in the first place. I'd treat it like a sort of bardic inspiration. You give party members the ability to replicate the function an item of up to 1000 gp cost once per day, and can also do it yourself.

The trouble is, the feature is traditionally an aura. I'll change it so the frightened creature can simply set aside what they are carrying to be able to enter the region and allow allies to be granted exceptions.


Leave No Trace seems so niche as to be nearly useless. Could you help me understand what your intention for it was? It also seems a trifle too wordy. I'd change it to "As an action, you touch a dead creature, which becomes engulfed in holy flames for one minute and quickly crumbles to ash. If you choose, the body is undamaged, but it is purged of all disease, poison and magical effects."

The intention was to allow the destruction of shape-changers, intellect devourers, vampires and so on - things that might pose an insidious sort of threat. I'll think about changing it.


Trust No-One on the other hand seems way too powerful. It's an empowered version of the clairvoyance spell, which normally takes ten minutes to cast and targets a location rather than a creature.

How about if it was one use only, and only one active at a time?


I'd make quell magic a d4. It's marginally more powerful but it's so much more straightforward.

I don't see there's that much of a difference. To be honest, I've never owned a physical d4, I make do with d6's and d20's.


I honestly don't think I have the expertise to decide whether Mage Bane is balanced or not.

Neither do I. I expect the number of people worldwide with sufficient level-20 Paladin experience to do so is less than 10. I was keeping in mind that the existing Paladin capstones grant ludicrous power for a minute in some fashion.


It's instant death to liches, and that alone makes me hesitate.

How so? Am I forgetting something about liches that makes this the case? Anyway, I'm planning to amend the ability to only apply to slots of levels 5 and below.


Take the "Destroys objects made of force" function off Arcane Armsmith. No 3rd level class ability should be a hard counter for a 5th level spell.

You're right, and I think I'll just cut it back to Mending, or something somewhat improved. The existing version of this Channel Divinity is confused because I re-conceived the oath halfway through and didn't change all parts of it adequately in response. Perhaps some future homebrew can feature the ability to cut your way out of a Forcecage.


Why the hour long requirement for Arcane Companionship? I'm not sure what it does that just requiring a standard ten minute ritual cast doesn't.

Find Familiar takes an hour to cast. As I understand the rules on rituals, it takes and hour and ten minutes when cast as a ritual.


I'm also not sure what exactly the Aura of Arcane Assistance can do. It says it won't attack creatures of its own volition. Does that mean it can be provoked or tricked into attacking creatures? When it attempts to protect you from traps by becoming a wall of force what are the specific mechanical effects? Do you have resistance to damage from traps? Immunity?

The 'of its own volition' was just an obsolete way of ruling out using the feature of Bigby's Hand that lets it attack. The mechanical effect was intended to be nothing more than: if having a wall of force between you and a trap would protect you in some way, you are protected in that way. I suppose being that rules-light isn't quite in the spirit of the game, even 5th Edition, so I'll make it advantage on dexterity saves instead.


At first glance Arcane Ambitions seems vastly too powerful. Ten wizard spells a day, even if only two of a given level and no level above 5th, is potentially game-changing.

I'll limit them to 1st and 2nd level spells.


I again don't feel comfortable analyzing Open Source Arcanist. Does casting a spell prepared by an enemy burn one of your spell slots? Does it burn one of your enemy's? If the former it's probably fine, if the latter it's almost certainly too powerful.

It's the former. I can just cut that part, though, and have them gain one prepared spell a turn from their enemy, which amounts to the same thing.


With Experiment a little, are the changes permanent? If so I actually really like that you could use it to change your appearance radically over a series of months.

Yes, they are. It's also a way to prevent the ability being used as an improved version of Disguise Self - you can take on another appearance (so long as the change is purely cosmetic), but you'll have to spend another Channel Divinity to turn back.


I'd slap a can't-summon-a-creature-of-a-CR-higher-than-your-level rider on Seek Counsel, Seek Answers and call it a day.

I didn't see the need because trying to gain audience with such a being would usually have dire consequences. I will make that explicit.


Aura of Questioning seems weak compared with the existing auras. I'm not totally sure why it gives disadvantage on charisma saves for people around you.

The idea is that self-doubt and hesitation make it hard to maintain a commanding presence. I thought advantage on all wisdom saves was already good enough to need counteracting.


Eternal Apprentice and Indefatigable Whimsy are both probably too powerful.

I thought the former was OK as expertise/feats are already balanced as being worth a single level of advancement in a class. What if they were determined at random? I don't really see the issue with gaining a nerfed for of Wish at level 20 when full casters can get Wish and a level 9 slot earlier than that and it doesn't synergise with other Paladin abilities at all.


To me this is the weakest of the archetypes.

I think only a certain kind of player-character pairing would ever want to take it. It's to provide something to do when your Paladin is between oaths, so it doesn't really resemble or compete with the other archetypes. It's deliberately a bit sparse, and I can understand your lack of love for it.


I didn't quote all the times you expressed appreciation for something because it would start to look like self-aggrandisation on my part to repeat it all, but I'm glad you enjoyed the archetypes and would consider using them.


EDIT: I have altered those features that were controversial. Thank you both for the input.

Jormengand
2015-04-26, 06:40 PM
You can intend to stay in a room full of paladins for an hour. The DM is under no obligation to allow things to proceed so simply. Think of it as a very limited Wish spell, with a correspondingly lowered cap for what the DM should consider unacceptable shenanigans. That's what I hoped the qualification "the DM might choose for it to be in circumstances you did not anticipate" would communicate, though I apologise if that isn't how it reads. How should I rephrase it, do you think?

Change it to specify an hour of adventuring, and change it so that, like with 3.5e's Gate, deities and named creatures are under no obligation to answer the call (and may not be able to do so). Unless the DM has a good way to get you out of a room full of Paladins, for example, that will make it much easier to stop you using it for shenanigans.

Blue_C.
2015-04-27, 10:50 PM
Well, the building catching on fire would be one way to force a change of location.

In any case, the ability was altered.