Homebrew:Oath of Predation: Difference between revisions

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[[file:empathy.jpg|right|thumb|500px]]
[[file:predation.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Way of Empathy subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Oath of Predation subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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__NOTOC__
{{base class|monk|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|paladin|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Monks of the Way of Empathy follow a tradition instilled with compassion for all living beings. While their training includes martial practice as a form of self-discipline, their teachings also focus on a healing art known as ''Empathy''. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh.
Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance campaign setting, an order known as the Knights of Takhisis.


== Healing Chakra ==
== Tenets of Predation ==
When you choose this tradition at 3rd level, you learn to extend the bounds of your internal fortitude through focus and deep concentration to recover from injury at an accelerated pace. During a short rest, when you roll a Hit Die to regain hit points, you regain twice the number rolled before adding your Constitution modifier.
The tenets of the Oath of Predation remind adherents
that the whims of their patron supersede all other oaths
and laws.


== Empathy ==
;Cultivate the Flock.
At 3rd level, your depths of compassion allow you to take the wounds of others at the cost of your own health. As an action, you can expend 1 ki point to touch a creature and heal a number of hit points up to 5 × your monk level. You take damage equal to the amount of hit points healed.
:It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.
;Maintain Supremacy.
:You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.
;Reward Thy Followers.
:Engage not in needless cruelty and treat well those who submit. Honor thy contracts but do not hesitate to steal, murder, or mislead to complete your orders.
;World of Order.
:You provide authority where it lacks and subjugate yourself to the cause. Just as you do not operate with impunity, you create and maintain a network of followers to precipitate an unquestionable dominion.


This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way (except the Improved Empathic Bond class feature).
{| class="wikitable"
|+ Oath of Predation spells
! Paladin Level !! Spells
|-
| style="text-align:center" | 3rd || ''[[spell:command|command]]'', ''[[spell:protection-from-evil-and-good|protection from evil and good]]''
|-
| style="text-align:center" | 5th || ''[[spell:enthrall|enthrall]]'', ''[[spell:pass-without-trace|pass without trace]]''
|-
| style="text-align:center" | 9th || ''[[spell:hypnotic-pattern|hypnotic pattern]]'', ''[[spell:nondetection|nondetection]]''
|-
| style="text-align:center" | 13th || ''[[spell:compulsion|compulsion]]'', ''[[spell:private-sanctum|private sanctum]]''
|-
| style="text-align:center" | 17th || ''[[spell:dominate-person|dominate person]]'', ''[[spell:teleportation-circle|teleportation circle]]''
|}


== Sense Emotion ==
== Bonus Proficiencies ==
At 6th level, you can unlock the chakra pathways within other creatures. You learn the ''[[spell:friends|friends]]'' cantrip, and can spend 2 ki points to cast ''[[spell:calm-emotions|calm emotions]]'' or ''[[spell:detect-thoughts|detect thoughts]]''.
At 3rd level, you gain proficiency in thieves’ tools and your choice of the {{sleight of hand}} or {{stealth}} skills.


== Empathic Bond ==
Additionally, if you are proficient in the {{deception}}, {{intimidation}}, or {{persuasion}} skills, your proficiency bonus is doubled for any ability check you make using this skill.
Also at 6th level, you can create a metaphysical link between you and another creature at the end of a short or long rest. While the creature is within 60 feet of you it has resistance to all damage. Also, each time it takes damage, you take the same amount, and this damage can’t be reduced in any way. This feature doesn’t transfer any other effects that might accompany the damage.


If the creature you are linked to is reduced to 0 hit points but isn’t killed outright, it is stabilized as any excess damage carries over to you, and the bond is severed. You can also end this link on your turn as a bonus action.
== Channel Divinity ==
When you take this option at 3rd level, you gain the following two Channel Divinity options.


== Adrenal Surge ==
;Predatory Instincts.
At 11th level, as a bonus action, you can expend 5 ki points to push your allies to peak performance. Up to five creatures within 30 feet that can see you gain advantage on their next Constitution, Dexterity, or Strength ability check, attack roll, or saving throw and gain temporary hit points equal to your monk level, provided the creature can see or hear you.
:When you roll initiative, you can immediately use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.
;Fell Suggestion.
:As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.
:You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.
:Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.


== Improved Empathic Bond ==
== Perfect Domination ==
At 17th level, you can use your Empathetic Bond feature to create two bonds instead of one, and you can use your Empathy feature as an action to replace some of their hit points if they are within 30 feet.
Starting at 7th level, when you use your Fell Suggestion Channel Divinity option, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature makes a saving throw to break the effect, it does so with disadvantage.


Additionally, while both links are active, you gain resistance to all damage, including damage from your Empathy and your Empathic Bond features. If either link is lost, so is this resistance, and you can’t use this feature again until you finish a long rest.
A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute.


You can end one or both links on your turn as a bonus action.
Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.
[[category:homebrew monk subclasses|Empathy]]
 
{| class="wikitable
|+ Perfect Domination
! Paladin Level !! Creature's CR
|-
| style="text-align:center" | 7th || 1/2 or lower
|-
| style="text-align:center" | 11th || 1 or lower
|-
| style="text-align:center" | 15th || 2 or lower
|-
| style="text-align:center" | 19th || 3 or lower
|}
 
== Shroud of the Illrigger ==
Beginning at 15th level, you are always under the effects of a ''[[spell:pass-without-trace|pass without trace]]'' spell.
 
== Hand of Manipulation ==
At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute:
 
* You gain the effects of a ''[[spell:greater-invisibility|greater invisibility]]'' spell.
* Once per turn, when you have advantage on your attack roll, you can choose to deal extra necrotic damage equal to your paladin level.
* Your allies have advantage on melee attack rolls against any creature within 5 feet of you that you choose. Their attacks deal additional damage equal to your Charisma modifier (minimum of 1).
* You and each creature of your choice that you can see within 30 feet of you are immune to being charmed.
 
Once you use this feature, you can’t use it again until you finish a long rest.
[[category:homebrew paladin subclasses|Predation]]

Revision as of 07:28, 13 June 2023

(OOC: This is an implementation of the Oath of Predation subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Paladin

Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny. The clearest example of these illriggers come from the Dragonlance campaign setting, an order known as the Knights of Takhisis.

Tenets of Predation

The tenets of the Oath of Predation remind adherents that the whims of their patron supersede all other oaths and laws.

Cultivate the Flock.
It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.
Maintain Supremacy.
You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.
Reward Thy Followers.
Engage not in needless cruelty and treat well those who submit. Honor thy contracts but do not hesitate to steal, murder, or mislead to complete your orders.
World of Order.
You provide authority where it lacks and subjugate yourself to the cause. Just as you do not operate with impunity, you create and maintain a network of followers to precipitate an unquestionable dominion.
Oath of Predation spells
Paladin Level Spells
3rd command, protection from evil and good
5th enthrall, pass without trace
9th hypnotic pattern, nondetection
13th compulsion, private sanctum
17th dominate person, teleportation circle

Bonus Proficiencies

At 3rd level, you gain proficiency in thieves’ tools and your choice of the Sleight of HandDexterity (Sleight of Hand)skillWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket. or StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. skills.

Additionally, if you are proficient in the DeceptionCharisma (Deception)skillYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie., IntimidationCharisma (Intimidation)skillWhen you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision., or PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. skills, your proficiency bonus is doubled for any ability check you make using this skill.

Channel Divinity

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

Predatory Instincts.
When you roll initiative, you can immediately use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.
Fell Suggestion.
As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.
You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Perfect Domination

Starting at 7th level, when you use your Fell Suggestion Channel Divinity option, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature makes a saving throw to break the effect, it does so with disadvantage.

A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute.

Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.

Perfect Domination
Paladin Level Creature's CR
7th 1/2 or lower
11th 1 or lower
15th 2 or lower
19th 3 or lower

Shroud of the Illrigger

Beginning at 15th level, you are always under the effects of a pass without trace spell.

Hand of Manipulation

At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute:

  • You gain the effects of a greater invisibility spell.
  • Once per turn, when you have advantage on your attack roll, you can choose to deal extra necrotic damage equal to your paladin level.
  • Your allies have advantage on melee attack rolls against any creature within 5 feet of you that you choose. Their attacks deal additional damage equal to your Charisma modifier (minimum of 1).
  • You and each creature of your choice that you can see within 30 feet of you are immune to being charmed.

Once you use this feature, you can’t use it again until you finish a long rest.