Oather breaker Questions

Post/Author/DateTimePost
#1

HermanTheWize

Mar 27, 2015 6:33:57

Would you allow a player that is a oathbreaker paladin to use curewounds and lay on hands? And if so would you make them deal damage instead of heal?

 

 

Edit: I know in the rules this is allowed without a doubt, from my current knowledge. This would be a homerule / RP prospective.

#2

mellored

Mar 27, 2015 6:47:36

Yes.

 

Yes, but...  I wouldn't allow 2d8+3 auto-damage.  Inflict wounds already exsists as a spell so i'd just use that.

LoH i would allow a touch attack to kill weakened targets, removing any HP from the LoH pool.

 

I.e.

 

Touch of Death: "You have a pool of 5x your paladin level.  As an action, you can attempt to touch a creature and kill it.  If it's HP is less then that in your pool, subtract it's HP from your pool, then it dies.  If the creatures HP is more then your pool, your remaining pool is set to 0 and nothing happens to the creature.  Your pool resets at the end of a long rests."

 

Somewhere between sleep and power word kill.

#3

Matau99

Mar 27, 2015 7:19:43

mellored wrote:
(Reply to #2)

HermanTheWize

mellored wrote:
#5

HermanTheWize

Mar 27, 2015 7:48:10

@mellored I'm assuming we remove cure wounds from the spell list too. Do you agree?

#6

Mechatarrasque

Mar 27, 2015 9:12:22

I would make the player choose one or the other, so lay hands is either always curing or always offensive.  

 

I have always thought that lay hands would have been a good way to distinguish paladins of different alignments:

 

LE paladin:  lay hands heals and you get to dominate the recipient for 1 minute per your paladin level (if you accept the healing, the domination is automatic, obviously doesn't do this if the paladin self heals).

NE paladin:  lay hands heals the paladin by draining the hit points from the person the hands are laid upon (self healing is not an option).

CE paladin:  lay hands heals, but the recipient attacks the closest person other than the paladin (demonic possession and definitely works on self healing)

CN paladin:  lay hands heals, but any sort of charm and/or warlord-like ability, bardic inspiration, crusader's mantle, or anything could be interpretted as a command fails to affect the recipient for 1 round per paladin level.

LN paladin:  lay hands heals, and the paladin has advantage for any diplomacy or intimodation checks against the healed for 1 minute per paladin level.

CG paladin:  lay hands heals or acts as bardic inspiration (recipient's choice).

NG paladin:  lay hands heals and the recipient feels calm for 1 round per paladin level (no rage and you have disadvantage on initiative, but resistance to psyche damage).

LG paladin:  lay hands heals, and if you commit a good act (DM's decision) within 1 hour per paladin level, you gain 1 HD of temporary hit points, but if you commit an evil act (DM's decision), you lose the benefit of the healing.

#7

mellored

Mar 27, 2015 8:12:44

HermanTheWize wrote:
#8

Matau99

Mar 27, 2015 8:34:57

Maybe Oathbreakers can choose to give up healing and curing disease in return for that death trick and creating diseases (not Contagion style, DMG style).

#9

HermanTheWize

Mar 27, 2015 9:32:58

Well the reason I'm asking all the questions is me and my DM are home ruling an Oath breaker who is trying to redeem himself.

 

He was previously a vengeance who was taking orders from his god, (But it turns out it was Grazzt the demon lord), after he went on a mission for "good", he found out he had slaughtered innocent. He goes back to the temple in a immense rage and slaughters the whole temple, not only the head bad guys, but even the rest of the clergy that were probably also innocent. He finally snaps out of it when he gets his family killed. The character part in the campaign is trying to come back from Oather keeper to a normal paladin (Basically the whole campaign). We ruled that unlike cleric, he was bestowed the powers permanently, so like Spawn, he is using the "evil powers" to fight back.

 

Also we made something similar to a wild surge for my character, sense these are still evil spells and he has to roll each time he casts a spell.

 

When you cast a spell roll a d20, on a 1 roll on the "confused table" not sure what to call it yet.

 

We are going use confusion table reskinned.(Something like below, not sure the exact rolls yet for this, the growth table is basically complete though.)

 

Roll d10

 

1 - Roll on Growth Table

 

2 - 3: Attacks random NPC / PC (Maybe Grazzt makes them appear different.)

 

4 - 5:  Your character runs away(RP wise trying to stay away from friends not to kill them.)

 

6 - 8: Your character does nothing.(I.E. Visions of Grazzt torment you. You can choose how you combat them, maybe swinging widely through the air)

 

9 - 10: Normal Turn

 

 

 

 

 

 

Roll 2d6  Growth Table(Reroll any 6's you get to simulate rolling a d5)

 

2 - Grows a tail(Like the succubus’s)

  • While your tail is out, roll a d6 to see what square behind you your tail is swiping in, if a friendly/unfriendly creature occupies one of those spaces. If a PN/NPC occupies that space roll a d20 vs AC to see if it hits. On a hit the creature takes d4 fire damage.
  • While you tail is tucked away, the paladin has disadvantage on all dex bases Saving Throws and Skill checks.

 

3 - Ebon Skin - The Paladin must drink 1 gallon of blood a day or gain a level of exhaustion.

 

4 - Paladin Grows Horns

 

5 - Forked Tongue

 

6 - Reroll on table

 

7- Fangs

 

8 - Claws

 

9 - The paladin develops red glowing eyes, giving devil sight(see warlock invocations)

 

10 - The paladin grows demon like wings, giving a fly speed when not wearing armor(maybe we will allow people to have custom armor made.)

 

 

 

 

 

Edit: It'd be cool to see people remake the Growth table to see how it would change from Demon Lord to Demon Lord. Or you could use any devil also. Basically I get to make Spawn now >.<

#10

Mechatarrasque

Mar 27, 2015 9:17:55

I like the growth table.

(Reply to #10)

HermanTheWize

Mechatarrasque wrote:
#12

mellored

Mar 27, 2015 9:34:15

HermanTheWize wrote:
(Reply to #12)

HermanTheWize

mellored wrote:
#14

jaappleton

Mar 27, 2015 9:45:37
An Oathbreaker can absolutely cure and heal, even RP wise. Despite being an evil bastard now, there's no reason why he can't keep himself, or his friends, alive. Even if he has no friends, he has to know that fighting the giant will be easier if he has help. However, I don't see any issues with allowing him to heal OR getting a new ability, let him do one OR the other, but not both.
#15

mellored

Mar 27, 2015 9:51:12

HermanTheWize wrote:
(Reply to #15)

HermanTheWize

mellored wrote:
#17

BenignFacist

Mar 27, 2015 16:35:23

Curative magics/the act of healing do not necessarily have to be good per se and curing 'evil' agents is a always useful. Likewise, I like to imagine a higher-level Oathbreaker, with their charisma, would have a few mortal clerics in the wings, as support/allies/lackeys. Being able to heal mortal agents is always a boon - undead can only do so much and go so far.  

 

An Oathbreak can make lots of friends with Lay on Hands, and friends can bring power and influence.

 

..and of course, if we insist on assigning 'Cure = good' then.. what better way to demonstrate corruption/evil than using curative magics to further evil goals? 

 

So aye, I'd be wanting to keep on to the heals/curative magics - especially if my Oathbreaker was trying to redeem themselves. Choosing who to save and who not to save can provide interesting moral challenges, which I'd personally find fun.