| Post/Author/DateTime | Post |
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| #1pupoochiJan 22, 2015 23:19:51 |
Alright boys, seems that there's a lot of swordmage "wannabe. type out there, lol We have the swordmage by Miburo99, the Magus (from pathfinder) by Aaron, a swordsage, and my very own: the spellsword. I created mine using the fighter template, but in the thread came the crazy, and good, idea of using the paladin template and creating a whole new oath: the oath of the Arcane. Mellored already post his (beat me to it) but here's my version..
The Oath of the Arcane is a difficult journey, having to master both the sword and the mind. More than mere warrior, these paladins share a connection to the Weave few can match. They pray to Gods of magic, not combat; they see the Weave as holy, something to be praise upon; even the chaotic force of the elements are a thing to be worship to them. Whenever evil spellcasters arise to wreak havoc, or a powerful artifact need to be retrieve, or destro; or simply when muscle is not all that is needed, the people can count on them. They are called mageblade, arcane champion and even elemental warrior.
Tenets of the Arcane
Whatever people call them, they practically follows the same generic principles:
Confront the wicked: magic is a tool but it must be use wisely, and with moderation. Fight those who use it to conquer, defile, or to cheat death itself. Learn all you can: knowledge is power, to be able to fight your ennemies you must understand them. fighting skills are good, but mastery of other skills is also precious. Shelter the Weave: oppose all organisations, or individuals who wishes to interfere, control, or destroy the very fabric of Magic. Broaden your horison: do not fear the others sources of Magic; like the raw powers of the elements, of the supernatural world, or the mysterious wonders or the Mind, cause the Weave connect them all.
Oath of the Arcane
Oath Spells
Level 3: Elemental Smite: when you use Divine Smite, or Improved Divine Smite, you choose to deal any energy types of damage (acid, cold, fire, lightning or thunder) instead of radiant damage. Undead and fiends take no extra damage for elemental smites as they do for radiant divine smites.
Channel Divinty: Infuse Weapon: as an action, you can imbue one weapon that you are holding with magic energy, using your channel divinity. For 1 minute, your weapon effectively gain a "+1" magic bonus. If the weapon is not already magical, it's become magical for the duration. If the weapon is already magical, you add "+1" to the weapon, to a maximum of "+3". Finely, the weapon emit lights as a torch.
Eldritch Ward: as a reaction, when you are hit by an energy (acid, cold, fire, lightning or thunder) attack or spell damage, you can use your channel divinity to grant you resistance against the damage.
Sense Magic: when you use your Divine Sense, you may feel the presence of magic in the air. This feature works as if you cast a detect magic spell using your Divine Sense uses.
Level 7: Aura of Power: you and friendly creatures within 10 feet gain a +1 bonus on their spell's DC, and add your proficiency bonus on the CONSTITUTION saving throw to maintain concentration when taking damage. At level 18 the range of this aura increases to 30 feet.
Level 15: Arcane Recovery: you have learned to regain some of your magical energy by meditating on the Weave. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your paladin level (rounded up), and none of the slots can be of 5th level.
Level 20: Magic Incarnate: you have reach the pinacle of your art, a true exemple of might and magic. As an action, you can emanate an aura of pure magic. For 1 minute, crackling magical energy forms a shimmering barrier around you and remains for the duration, moving with you. The barrier act as a Globe of Invulnerability spell with the exceptions note above. The aura sheds bright light in a 25 feet radius and dim light for another 25 feet beyong that. Once you use this feature, you can't use it again until you finish a long rest.
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| #2pupoochiJan 23, 2015 16:01:01 | Anyone? |
| #3melloredJan 23, 2015 17:29:34 | aura of power: you and allies within 10' do not fail concentration checks due to damag (paladins already add +cha to all saves). |
| (Reply to #3)pupoochi |
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| #5miburo99Jan 23, 2015 22:34:11 | Hey pupoochi, good stuff. Here's my take:
The flavor and the oath are really good. I can imagine a Paladin of Mystra or Boccob following this oath, and their archenemies would be liches or magic-disrupting creatures. The only one that doesn't make sense to me is the "Unity in Chaos" tenet. Magic is not inherently chaotic and neither are the elements. Traditional magic deities are usually some flavor of neutral. Given that all paladins have some sort of protective tenet, maybe something around protecting or helping the innocent from those who abuse magic?
Hard to argue with the spell list, although I would've picked Misty Step over Mirror Image and Fireball over Counterspell. Mobility and AoE are key things that a paladin typically lacks, Mirror Image is a defensive buff and Paladins have a lot of that already, and Paladins already get Dispel Magic for antimagical purposes.
I think Elemental Smite should allow acid and thunder as you can get those with Elemental Weapon. Also your Eldritch Ward allows you to protect against acid and thunder, so why not have symmetry?
Honestly, I'd drop Arcane Lore because you have a lot of abilities at 3rd level already. Mellored's archetype as the same problem as well. Every other Paladin Oath only gets Channel Divinity abilities at 3rd level. If you are dead-set on having so many abilities, might be better to something weaker and more flavorful like: "You gain proficiency in the Arcana skill. If you are already proficient in this skill, your proficiency bonus is now doubled."
For Aura of Power, I wouldn't allow auto-success on concentration checks--that is kind of unbalanced. Perhaps advantage on those checks (like war caster) is a good compromise. Alternatively (or maybe in addition), +1 on attack rolls with spells, since you are already giving +1 on spell DCs.
For Arcane Recovery, I think Mellored chose 1/4 of spell level because Wizards get 1/2 for arcane recovery, so makes sense for halfcasters to get half of that.. Still ends up being 5 spell slots at 20th level. I would also recommend doing that, and eliminate the restriction of not allowing 5th level spots. So that way the paladin can get a bunch of smites or recover one powerful 5th level spell.
Magic Incarnate looks good, as do the Channel Divinity options. |
| (Reply to #5)pupoochi |
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| #7miburo99Jan 24, 2015 14:22:00 | Looks good so far. Is the purpose of Broaden Your Horizon to connect different types of spellcasters together? To work with them? Protect them?
Yeah, I see your previous intent with Aura of Power and why it could get muddled. I think advantage for concentration damage checks is simpler than Cha bonus or Proficiency bonus in any case. Also worth adding +1 to Spell Attack Rolls, and I don't think that would be overpowered (a spellcaster is only going to be using DC or attack roll on any given spell, usually not both)
Clarification on Eldritch Ward: It says hit by an energy (elemental types) attack or spell damage. Is that spell damage ANY spell, or just the ones which have the energy damage types? |
| #8pupoochiJan 24, 2015 19:03:35 | Made a few changes, reformulate Unity in Chaos and other stuff.
Happy with Aura of Power now
Eldritch Ward works against energy damage, could be use vs an elemental natural attack or a spell or effect (like a frie trap) with energy damage. |
| #9Swamp_slugJan 25, 2015 2:49:20 |
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| #10pupoochiJan 25, 2015 7:59:41 | I know how the wizard's feature work, and this is why i limit my version to 5th level slot, like the wizard is limited to 6th level. I know 5th level spells are not all that, but wanted to be on part with wizard, that's all |
| #11YunruJan 25, 2015 8:06:33 | The Wizard isn't limited to 6th. A Wizard is limited to 5th or lower. This is just limited to less than 5th, or to put it in similar wording: 4th or lower. Why? |
| #12pupoochiJan 26, 2015 23:20:11 | I could have put it lower you mean? Since the wizard, a full caster is limited to 5th level, my half caster should be limited to 3rd?
I leave it at 4th level for one reason: it's a 15th level feature! while the wizard got it at 2nd level... And the paladin only got 1/4 of his level (not 1/2 like the wizard) overall i think it's oki as it is... |
| #13pupoochiJun 05, 2015 12:28:58 | Updated the spell list and add sense magic feature... |