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The Paladin’s Oath of Throwing it Back Homebrew Subclass focuses
on being a protector and a defense for the party. You will find that
many of the features & spells revolve around the character I portray
and the mascot for the Oath, Snarf. We hope you enjoy this wonderful
meme we have created!
Spells List
3. Dancing Lights | Find Familiar
5. Shatter | Pass Without Trace
9. Wind Wall | Beacon of Hope
13. Confusion | Dominate Beast
17. Mass Cure Wounds | Conjure Elemental
3rd Level: Channel Divinity
● Thunderous Backblast- You can use your Channel Divinity to
snap your back in a Holy Motion. As an action, you arch your
back in such a way that causes every creature, with a spine, in a
20ft Radius to make a Constitution Saving Throw. On a failed
save, the creature forms a pinched nerve in their back causing it
to halve speed and also have disadvantage on attacks.
Lasts 1 minute and an affected creature can make a save
again at the end of their turn.
● Hypnotic Backclap- You can use your Channel Divinity to
Throw it Back in such a way that catches a creature's attention.
As an action, you begin to rapidly snap your shoulders and spine
and target creatures within a 45ft range up to the amount of your
Charisma Modifier. (Minimum of 1) Creature(s) that could see
you must make a wisdom saving throw. On a failed save, the
targeted creature focuses all of its attention on you and must use
all of its movement to safely move closer towards you. The
affected creature's intentions remain the same.
Lasts 1 minute and an affected creature can make a save
again at the end of their turn.
■ Too powerful, too strong for lower levels. Makes open field combat
useless
7th Level Perk - Divine Rearing
● Starting at level 7, when a creature within 10 feet of you is
targeted for an attack, you can use your reaction to move half of
your speed and reduce the attack damage by 2d6 if you are
within 5ft of the targeted creature. Your movement does not
trigger opportunities of attacks. 13th Level you can reduce it by
3d6 & 18th Level it you can reduce it by 4d6.
■ Feedback notes: 7th level is an aura that buffs allies. Starts at 10
feet but then goes to 30ft at level 18.Move within the aura to reduce
damage with reaction
■
15 Level Perk: Throwing it Back
● Beginning at 15th level, when you are hit by a melee attack you
can take a reaction to reflect the damage back to the attacker
and the attacking creature must make a dexterity saving throw.
On a failed save, the creature takes half of the damage that was
supposed to be dealt to you. One a successful save, the creature
takes no damage. Once hit, you gain resistance to that damage
type for 1 minute or until you use this reaction again. If the attack
has multiple damage types, you gain resistance to each damage
type.
○ Option 2: Resistance to all damage that the attack made.
Lasts till your next turn
○ Option 3: Same as main, but reduce to only choosing one
resistance.
■ To strong, either give resistance to all damage once per short or
long rest.
20 Level Perk: The Ultimate Throw Back
● At 20th Level, you have gained the respect of divine celestials.
Using your action, you cause a beam of light to appear that
houses godly servants that begin a throwing it back performance
of a lifetime. The light spreads in a 30 ft radius and lasts for 1
minute. Whenever an enemy creature starts their turn or enters
the light, they must make a charisma saving throw. On a failed
save, they become stunned by the sight they are beholding and
any attack made against a stunned creature has advantage. A
creature affected by the aura can roll a saving throw at the start
of its turns to become unstunned.
At the start of an enemy’s turn, they take 10 points psychic
damage if they are in the beam of light.
In addition, you and your allies who are in the beam have the
effect of the heroism spell.
Once you use this feature, you can’t use it again until you finish a
long rest.