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Help Balancing Homebrew Paladin
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Hi guys,

I am trying to finalize a homebrew Paladin subclass. The premise is 'Church Assassin'; as such, the subclass promotes a Dex-based Paladin, though it will still work without high Dexterity. Subclass features are divided between stealth, evasiveness and damage against a single target.

I am a little concerned that the Aura of the Hunt may be too strong. I am also wondering if Assassin's Grace and Trained Reflexes have too much of an overlap. Without further ado, here is the subclass:

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OATH OF THE BLACK KNIFE

The Oath of the Black Knife calls to those who threaten the order of society. Paladins of this order are secretive and their very existence is little more than a rumor.

Tenets of the Black Knife

Maintain a Low Profile. None can know of my deeds.

Finish What you Start. Once I begin the hunt, only the death of my foes or myself will end it.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Oath Spells:

  1. Disguise Self, Hunter's Mark
  2. Pass without Trace, Hold Person
  3. Nondetection, Gaseous Form
  4. Freedom of Movement, Greater Invisibility
  5. Scrying, Modify Memory

    Bonus Proficiencies. You gain Proficiency in the Stealth or Sleight of Hand skills (your choice).

    Channel Divinity: Assassin's Grace. Starting at third level, you can imbue yourself with unnatural grace using your Channel Divinity as a bonus action. For one hour, you can add your Proficiency Bonus to all Dexterity Saves and Checks. Furthermore, you gain a Climb Speed equal to your Walking Speed.

    Channel Divinity: Assassin's Blades. Starting at third level, you can utter a vow to slay a creature you can see within 30 feet of you, using your Channel Divinity as a bonus action. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

    Aura of the Hunt. Starting at 7th level, you emit an aura of cunning while you aren’t incapacitated. You and your allies within 10 feet you have Advantage on Initiative rolls and Attack rolls against creatures that hasn’t taken a turn yet in the current combat. At 18th level, the range of this aura increases to 30 feet.

Trained Reflexes. Starting at 15th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Furthermore, your movement does not provoke Attacks of Opportunity.

Godslayer Hunt. Starting at 20th level, as a Bonus Action you can enter a hunting trance. For the next minute, you gain the following benefits.

  • You gain a bonus to damage rolls equal to your Charisma modifier.
  • Creatures hit by your attacks cannot regain hitpoints by any means until the start of your next turn.
  • You gain the benefits of both of your Channel Divinity options without using a use of them, choosing one target within range as your target for Channel Divinity: Assassin's Blades. Upon killing the target, you regain all uses of Channel Divinity.

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

What do you think?

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