werecorpse
Adventurer
I know some won't agree with me on a number of fronts but I believe that the Paladin class is the most powerful of the 4 or 5 melee classes (barb, fighter, ranger, paladin & monk). To address this without simply permanently removing some of their features I am contemplating playing a stricter enforcement of the oath requirements with some minor transgression type effects. The PHB suggests that breaching the oath may require a night in prayer and continued breaching may mean having to change class. I'm looking for something in the middle and wonder if anyone here has any ideas?
I'm thinking along the lines of
-"all spells and lay on hands can only benefit other similarly aligned characters (not self)"
- "loss of auras for a period of time (day or week or month as fits campaign)"
- "loss of channel divinity power"
- "smite does d4 instead of d8"
any ny other suggestions ?
I'm thinking along the lines of
-"all spells and lay on hands can only benefit other similarly aligned characters (not self)"
- "loss of auras for a period of time (day or week or month as fits campaign)"
- "loss of channel divinity power"
- "smite does d4 instead of d8"
any ny other suggestions ?