[Weird one to guess the balance for. It's pretty mediocre as an AoE spell for its level, especially when all of these classes have Fireball. But it nukes the crap out of big targets. No upcast benefit because I would like to not completely invalidate ginormous boss monsters.]
Quill’s Spatial Rending
3rd-level Transmutation
Casting Time: 1 action
Range: 90 ft.
Components: V, S
Duration: Instantaneous
Description: You tear space itself apart, and your foes along with it. Choose 4 contiguous 5-foot squares arranged in a straight line within range. Each creature inside one of the chosen squares takes 5d6 force damage for each square it is within, with a Dexterity saving throw for half damage. The chosen spaces are difficult terrain, even for flying creatures, until the end of your next turn, as space repairs itself.
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[Hi. I remembered I had this moldering in the depths of my drive folders and decided to finish it finally. So here's the Oath of Inspiration, a paladin oath all about buffing the crap out of your allies. In a 1v1 duel, this subclass is very nearly blank, but as part of a team? You're quite an effective support.]
[I will probably not ever go back to posting my own brews regularly, by the way. Suffice to say, 5e isn't inspiring me anymore, and I'm directing my brewing energies elsewhere. Alas, it is not something I can share for a while yet, if ever. I am about to start running a 5e game, though, so I'll share stuff I make for that, but that will be as it comes up in that game.]
Oath of Inspiration
The Oath of Inspiration originated with the Order of the Starshield, a loose affiliation of knights who follow the teachings of Saint Ullr Golddrake. The Knights of the Starshield accept nearly all candidates, but the Oath of Inspiration requires no dedication to any god, saint, or formalized order. It is an oath made to and enforced by the paladin themself, to use their power not to glorify themself or anything above them, but to be a beacon of light to the disempowered.
Tenets of Inspiration
The Oath of Inspiration emphasizes independence, leading by example, and empowerment.
Inaction is Complicity. Failing to act in opposition to evil is equivalent to doing evil yourself. When darkness looms, be the light that casts it back.
Empower the Meek. You cannot be everywhere at once, and you cannot fight every evil yourself. Serve to inspire others to take action of their own initiative.
Good and Evil are Inconstant. What is good in one context may be harmful in another. Trust your judgment, but keep an open mind.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd Level: Bless, Heroism
5th Level: Aid, Warding Bond
9th Level: Beacon of Hope, Crusader’s Mantle
13th Level: Aura of Life, Freedom of Movement
17th: Circle of Power, Holy Weapon
Channel Divinity: Inspired Words
3rd level Oath of Inspiration Feature
You may use your Channel Divinity as an action to lend your presence to others. For the next hour, any creature of your choice within 30 ft. of you may use your Charisma bonus in place of their own when making a Charisma ability check. If an affected creature’s Charisma bonus is equal to or greater than your own, they instead gain a +1 bonus to Charisma ability checks.
Channel Divinity: Inspired Zeal
3rd level Oath of Inspiration Feature
Immediately after attacking on your turn, you may use your Channel Divinity as a bonus action to inspire your allies to follow suit. Choose one friendly creature with 60 ft. who can see you. That creature may use its reaction to make one weapon attack or cast a cantrip that deals damage. If they target a creature that you hit with an attack this turn, they have advantage on their attack roll or their target has disadvantage on their saving throw.
When you reach 5th, 11th, and 17th levels in this class, weapon attacks made as a result of this feature deal an extra 1d8 radiant damage.
Aura of Inspiration
7th level Oath of Inspiration feature
At 7th level, your mere presence inspires your allies to greatness. Whenever a creature other than you that is within 10 feet of you and can see you misses with an attack or fails a saving throw or contested ability check, you may roll 1d4 and add the result to their total. This can change a failure into a success. This feature ceases to function if you are incapacitated.
Once you change a creature’s failure to a success with this feature, that creature can’t benefit from it again until 1 minute has passed.
When you reach 18th level in this class, the range of the aura increases to 30 ft.
Inspire Heroism
15th level Oath of Inspiration Feature
At 15th level, your words and actions can inspire allies to fight through mortal wounds. When an ally you can see and who can hear you is reduced to 0 hit points, you may use your reaction to cause them to fall to 1 HP instead. Until both you and the targeted ally have taken a turn, they are immune to damage and their HP cannot fall below one by any means. While your ally is protected in this way, they regain 2d6 hit points whenever you or they hit with an attack and whenever a hostile creature fails a saving throw against an effect either of you created.
Once you use this feature, you can’t use it again until you complete a long rest.
Beacon of Inspiration
20th level Oath of Inspiration Feature
At 20th level, you can use a bonus action to transform into a living testament to what anyone can achieve. For 1 minute, you gain the following benefits so long as you aren’t incapacitated:
Whenever you use your Aura of Inspiration, the affected d20 roll is treated as an 8 if it wasn’t already higher.
You and creatures of your choice within 30 ft. of you automatically succeed on concentration checks.
Whenever you hit with an attack or a hostile creature fails a saving throw against an effect you created, you and each creature of your choice within 30 ft. of you regains 1d6 hit points.
Whenever an allied creature within 30 ft. of you hits with an attack or forces an enemy to make a saving throw that it fails, that ally regains 1d6 hit points.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
[Does the legalese on Rush to Defend make sense? The language on that ability went through some Drafts lemme tell ya.]
The Last Tower
Shield, Rare, Requires Attunement by a paladin of 6th level or higher
This large kite shield depicts a faded image of a green tower. It belonged to the last member of an order of paladins dedicated to protecting otherwise defenseless villages on the kingdom’s edge, and it enhances a defensive fighting style.
Rush to Defend: Whenever you move, you may move an additional 10 feet if you end that additional movement within 10 feet of an allied creature.
Tower of Faith: As a bonus action, you may activate the shield to have it enhance your Aura of Protection for 1 minute. In addition to the aura’s usual effects, you and all allied creatures within the aura reduce all bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (minimum 1). When you activate this ability, you may plant the shield in the ground, causing your Aura of Protection to originate from the shield’s location for the duration instead of from you.
Once you activate this ability, you can’t do so again until the next dawn.
[This spell enables you to do the slice! The Spooky Slice!]
Ghost Blades
1st-level Conjuration
Casting Time: 1 Action
Range: 15 ft. cone
Components: V, S, M (a dagger)
Duration: Instantaneous
Description: A field of ghostly daggers springs up from the ground in the target area. All creatures of your choice in a 15 ft. cone that are touching the ground must make Dexterity saving throws or take 2d6 piercing damage and have their speed reduced to 0 ft. until the start of your next turn.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 piercing damage for each slot level above 1st.
[Spell belonging to Nature's Profit. Wait, no, Nature's Prophet. Wait, uh... no I had it right the first time. Uses for this spell include: trapping enemies, granting cover to allies, blocking a pass, and giving you something to climb. You could even conjure it under your own feet and ride the growing tree up and out of reach. Sometimes a tree is just handy to have!]
Sprout
1st-level Conjuration
Casting Time: 1 Action
Range: 30 ft.
Components: V, S, M (a tree seed of any species)
Duration: Concentration, up to 10 minutes
Description: A ring of trees springs into being around a 5 ft. square within range. In each space adjacent to that chosen square, a tree shoots up from the ground, filling the space and growing to a height of 30 ft. A creature inside the ring can make a Dexterity saving throw, moving to any space outside the ring of trees on a success. Spaces occupied by a tree are impassable to creatures that are Small or larger, block all vision, and provide hard cover to anyone behind them. A creature can pass through the ring of trees by climbing over them or squeezing through using an action by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell DC.
The trees can also be destroyed. Each tree has an AC of 15, 20 hit points, and immunity to psychic damage. The trees disappear when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the size of the square surrounded by the trees increases by 5 feet on each side for each slot level above 1st. Creatures may only save against the spell if they are adjacent to a tree when you cast it.
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[It’s like the Hyperbolic Time Chamber, but mean!]
Flint’s Eternity
7th-level Transmutation
Casting Time: Action
Range: 60 feet
Components: V, S, M (a small golden hourglass worth 100 gp)
Duration: Instantaneous
Description: You force a target to experience days worth of time in the span of a second. One creature that you can see within range must make a Constitution saving throw. On failure, it gains three levels of exhaustion. On a success, it only gains one.
You may target objects of up to Huge size with this spell instead. If you do, three days of time passes for the object, causing it to rot, rust, or otherwise degrade as though it had been unattended for that time. If you target a magic item with this version of the spell, it regains charges as though three days had passed.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the target creature gains one more level of exhaustion on a failed saving throw or the target item experiences one more day of time for each slot level above 7th.
[Last of the missile spells I fear. There's Minoletta's Missile Barrage in the second game but it wouldn't be that interesting in 5e.]
Minoletta’s Concussive Missiles
4th-level Evocation
Casting Time: Action
Range: 60 feet, 5 foot radius
Components: V, S
Duration: Instantaneous
Description: Minoletta’s second evolution of the famous Magic Missiles, this spell launches a swarm of seven missiles that explode on impact, causing a shockwave that can harm those near the target. Choose one creature to be the primary target. For each missile, make a ranged spell attack against that target, dealing 1d10 bludgeoning damage on a hit. Then, every creature adjacent to the primary target must make a Dexterity saving throw or take 1d6 bludgeoning damage per missile that hit the primary target. If targeting a Large or larger creature, choose one square of its space to be the origin of this radius. The primary target is never affected by this secondary damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you fire one additional missile for each slot level above 4th.
[Tumblr pls stahp with the post editor changes where’s my link button? Why is the undo button so squirrely?? Why didn’t you bring over my formating when I pasted the text from my google docs??? Did you change the font????]
[I’m not sure I’m gonna be able to keep to a regular upload schedule for the summer. I... may have signed up for too many classes. So, I’m just gonna upload things when I got the juice. Anyway enjoy these goofy dudes, I love them.]
Marionette Soldier (CR 4)
Medium Construct, unaligned
Space 5 ft. Reach 5 ft. (10 ft. if wielding pikes)
Initiative +2
HP 44 (8d10)
AC 17 (splint armor)
Proficiency Bonus +3
Str 14 (+2) Dex 15 (+2) Con 10 (+0) Int 2 (-4) Wis 10 (+0) Cha 4 (-3)
Berserk: The marionette soldier must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette moves 5 ft. towards a random hostile creature within 10 ft. without provoking attacks of opportunity, then makes four shortsword attacks with disadvantage against random creatures within its reach. It does this twice more, then falls prone and ends its turn.
- - - - - -
Variant: Marionette Archer
Marionette archers wield a pair of shortbows and have an AC of 15. Their actions are replaced with the following.
Multiattack: The marionette archer makes four shortbow attacks.
Berserk: The marionette archer must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette fires wildly, making twelve shortbow attacks at disadvantage against random hostile creatures within its short range. After making these attacks, it falls prone and ends its turn.
- - - - - -
Variant: Marionette Lancer
Marionette lancers wield a pair of pikes. Their actions are replaced with the following.
Multiattack: The marionette lancer makes three pike attacks.
Berserk: The marionette lancer must use this action at the start of its turn if it has less than half of its hit points remaining, and cannot use it otherwise. Once the marionette uses this action, it can’t do so again until it is repaired to full hit points.
The marionette moves 5 ft. towards a random hostile creature within 15 ft. without provoking attacks of opportunity, then makes three pike attacks with disadvantage against random creatures within its reach. It does this twice more, then falls prone and ends its turn.
- - - - - -
Tactics
The marionette soldiers aren’t really smart enough to employ tactics on their own, and will just run towards things and hit them. They could be found in the company of an artificer or a wizard though, and they might issue commands for them to fight more effectively. Once they reveal their Berserk action, though, they become a bit of a tactical puzzle for your players. How to get them low and away from anyone they could mess up with their frenzy? Of course, finishing them off before their turn comes up again works too. For the archer, cover also works. By the wording of the archer’s Berserk, it fires at creatures within range, even if they’re behind cover. Not invisible ones, though. Be reasonable.
- - - - - -
Lore
These four-armed wooden dolls are typically made by less skilled artificers. They don’t have much in the way of intelligence, and are made with cheap materials, making them suitable for mass production by apprentice golemsmiths. As a result, they are typically not given decent quality equipment either. It is not uncommon for marionette soldiers to become separated from their masters, and without instruction they are aggressive towards all who cross their paths.