Talk:Oath of the Fae (5e Subclass)

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  • How perfect is the perfect illusion? Can creatures still use an Investigation check like what with normal illusions?
  • "mind altering magic" - these spells are, as far as I can tell, all enchantments, so you could just say that they have disadvantage on saving throws against enchantment spells. Marasmusine (talk) 10:43, 24 September 2017 (MDT)

Reason for Edit[edit]

Hello!

EpicBoss99 here. I really enjoyed reading this subclass! It was very interesting to see a fae oath for paladins, but there were some really striking balance issues I wanted to address, so I made a couple edits, which I will explain here:

Faeform. I removed the part that gives you advantage on attack rolls and replaced it with a save to see if it's you or not. This makes it more balanced instead of potentially having advantage on all melee attack rolls for a minute.

Elder Magicks. I removed the part about replacing Charisma saves with Dexterity saves because you cannot have two common saving throws at once with a class. I also changed the Unarmored Defense from using Dexterity to Constitution because paladins don't typically go into Dexterity as a primary ability score.

Fae Smite. I removed the entire Fae Smite feature because I felt that it didn't make sense in the context of the paladin class. Changing the damage type of divine smite to necrotic damage practically makes it useless against fiends, and you'll definitely be encountering undead far more often than fey, so this feature puts paladins at a severe disadvantage.

Aura of the Wilds. I changed the advantage against all spells to a Fey Ancestry-like effect, something FAR more balanced for a class feature. If you gave yourself and everyone around you advantage against spells, this is a game-breaking feature.

Fae Warrior. Changed wording to the Rogue's Evasion feature, since this is what it basically was before. However, having this effect against Dexterity and Wisdom saves was not balanced, so I had it work against Wisdom saves instead. Also removed the whole restoring spell slot thing because that breaks spell slot mechanics in 5e.

Fae Champion. Changed duration to a max of 5 turns instead of 10 turns. It's too powerful to have for too long.


Again, great subclass, it just needed some balancing. Thanks, and I hope you all enjoy the changes I made! :)

Sincerely,
EpicBoss99 (talk) 01:24, 30 October 2018 (MDT)

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