superninja109
2018-11-17, 11:20 AM
Here is my first homebrew for D&D. Please critique as much as possible. I want to make this good.
Oath of the Undying
The Oath of the Undying binds a paladin to a service of unending duty. A paladin choosing this oath draw power from the line between life and death. They excel at both preserving life and quickening death, preserving the balance between the two. They let the cycle of life and death flow as it must and destroy undead, which represent corruptions of the process. As guardians of the line between life and death, Undying paladins excel at avoiding crossing said line. As such, Undying paladins are the stuff of legends, eternal warriors who, even after death, it is rumored, can come back.
Tenets of the Undying
Paladins who follow this oath observe the following tenets.
Balance of the Line. The forces of life and death must always be in balance. No death-mongering scourge can stand for long, and neither can those who cheat death for too long. It is fine to return to life so long as you go through true death in the process.
Defense of the Line. The line must be guarded against those who seek to desecrate the line and process of life and death by creating undead and other facsimiles of life, like constructs.
Oath Spells
You gain oath spells at the paladin levels listed below.
3rd level: sanctuary, healing word
5th level: warding bond, gentle repose
9th level: feign death, beacon of hope
13th level: death ward, stoneskin
17th level: raise dead, wall of force
Channel Divinity
When you take this oath at 3rd level you gain the following Channel Divinity options:
Banish the Unholy. As an action, present your holy symbol and speak a prayed banning undead and constructs. Any undead or constructs that are in a 30 foot cube centered on you are pushed to the closest unoccupied space outside of the cube. For 1 minute, all undead and constructs that enter this cube or start their turn there must make a Charisma saving throw or be instantly destroyed that try to enter this cube must make a Charisma saving throw or be unable to enter the cube for the rest of the creature's turn.
Holy Shield. As an action, you imbue yourself with vitality. You gain temporary hit points equal to 4 times your paladin level for 1 minute. During this time, as a bonus action, you may transfer all of these temporary hit points to a friendly creature you can see within 30 feet.
Aura of Life
Beginning at 7th level, you and all friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the beginning of your turn if you are not incapacitated.
At 18th level, the range of this aura extends to 30 feet.
Lend Life
Starting at 15th level, you can, as a bonus action, transfer any number of hit points from a willing creature within 30 feet of you to another willing creature within 30 feet. Either of these creatures may be you.
Undying Guardian
Starting at 20th level, you become a master of the line. If you die, you remain dead for 7 days. After 7 days pass, you return to life as if by a reincarnate true resurrection spell. This feature does not function if you died or dropped to 0 hit points because of taking psychic damage, if you were killed by some effect that kills your mind or soul such as magic jar, or if you were killed by a wish spell. Also, when you are alive, as an action, you can choose one creature within 10 feet of you. If this creature has 75 or less hit points remaining and less hit points than you do, it drops to 0 hit points and you die. You can use this feature once per long rest. transform into a true master of the line for 1 minute. While in this form, you gain the following benefits:
Constructs and undead have disadvantage on attack rolls against you.
When a hostile creature starts its turn within 30 feet of you, it takes 5 radiant damage and you gain temporary 5 hit points.
When you reduce a hostile creature to 0 hit points, you regain 20 hit points.
Whenever a creature within 10 feet of you makes a death saving throw, you can cause the save to either automatically succeed or automatically fail.
Oath of the Undying
The Oath of the Undying binds a paladin to a service of unending duty. A paladin choosing this oath draw power from the line between life and death. They excel at both preserving life and quickening death, preserving the balance between the two. They let the cycle of life and death flow as it must and destroy undead, which represent corruptions of the process. As guardians of the line between life and death, Undying paladins excel at avoiding crossing said line. As such, Undying paladins are the stuff of legends, eternal warriors who, even after death, it is rumored, can come back.
Tenets of the Undying
Paladins who follow this oath observe the following tenets.
Balance of the Line. The forces of life and death must always be in balance. No death-mongering scourge can stand for long, and neither can those who cheat death for too long. It is fine to return to life so long as you go through true death in the process.
Defense of the Line. The line must be guarded against those who seek to desecrate the line and process of life and death by creating undead and other facsimiles of life, like constructs.
Oath Spells
You gain oath spells at the paladin levels listed below.
3rd level: sanctuary, healing word
5th level: warding bond, gentle repose
9th level: feign death, beacon of hope
13th level: death ward, stoneskin
17th level: raise dead, wall of force
Channel Divinity
When you take this oath at 3rd level you gain the following Channel Divinity options:
Banish the Unholy. As an action, present your holy symbol and speak a prayed banning undead and constructs. Any undead or constructs that are in a 30 foot cube centered on you are pushed to the closest unoccupied space outside of the cube. For 1 minute, all undead and constructs that enter this cube or start their turn there must make a Charisma saving throw or be instantly destroyed that try to enter this cube must make a Charisma saving throw or be unable to enter the cube for the rest of the creature's turn.
Holy Shield. As an action, you imbue yourself with vitality. You gain temporary hit points equal to 4 times your paladin level for 1 minute. During this time, as a bonus action, you may transfer all of these temporary hit points to a friendly creature you can see within 30 feet.
Aura of Life
Beginning at 7th level, you and all friendly creatures within 10 feet of you gain temporary hit points equal to your Charisma modifier (minimum of 1) at the beginning of your turn if you are not incapacitated.
At 18th level, the range of this aura extends to 30 feet.
Lend Life
Starting at 15th level, you can, as a bonus action, transfer any number of hit points from a willing creature within 30 feet of you to another willing creature within 30 feet. Either of these creatures may be you.
Undying Guardian
Starting at 20th level, you become a master of the line. If you die, you remain dead for 7 days. After 7 days pass, you return to life as if by a reincarnate true resurrection spell. This feature does not function if you died or dropped to 0 hit points because of taking psychic damage, if you were killed by some effect that kills your mind or soul such as magic jar, or if you were killed by a wish spell. Also, when you are alive, as an action, you can choose one creature within 10 feet of you. If this creature has 75 or less hit points remaining and less hit points than you do, it drops to 0 hit points and you die. You can use this feature once per long rest. transform into a true master of the line for 1 minute. While in this form, you gain the following benefits:
Constructs and undead have disadvantage on attack rolls against you.
When a hostile creature starts its turn within 30 feet of you, it takes 5 radiant damage and you gain temporary 5 hit points.
When you reduce a hostile creature to 0 hit points, you regain 20 hit points.
Whenever a creature within 10 feet of you makes a death saving throw, you can cause the save to either automatically succeed or automatically fail.