Can the Oath of Vengeance paladin cast Vow of Enmity on invisible target

I was reading the Channel Divinity abilities of the Oath of Vengeance of the paladin and under Vow of Enmity, it says

As a bonus action, you can use your Channel Divinity to choose a creature within 10 ft. and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.

My question is can this spell be cast on an invisible creature, since it is not written that I need to see it ?

For reference, Channel Divinity: Abjure Enemy says the following:

As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (14). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can’t benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Here is proof that I’m reading it in DnDBeyond, on my character’s page enter image description here

How can I best convert an Oath of the Ancients paladin from D&D 5e to 3.5e?

I’m working on starting a D&D 3.5e campaign with a group of players with whom I’ve previously played a 5e campaign. One of these players plays a 5th-level Paladin with the Oath of the Ancients in our 5e campaign, and would like to play a similar style of character in the 3.5e campaign. My question is how to best convert the character over from 5e to 3.5e while preserving the character’s essence in play.

For context, this player plays the paladin as a lightly armored half-elf with a longsword and shield, emphasizing the ability to smite for lots of damage fast. The character has also made some use of the lay on hands ability, but otherwise has made fairly negligible use of spells due to everyone else in the party also having some spellcasting ability.

My first thought on how to convert the character was to use a Duskblade, since the arcane channeling ability provides a similar strong strike style effect as the Paladin’s smite ability in 5e. I preferred Duskblade channeling over Paladin smites because the smite in 3.5e is quite lackluster and nowhere near as repeatedly usable, especially at low levels. However, the Duskblade would not provide any healing ability, and lacks the divine flavor of the paladin. These aren’t insurmountable problems, but I am hoping for a better fit.

Is there an option that better fits the playstyle of a Good, lightly armored, sword-and-shield character with fast and highly damaging attacks and the ability to heal at 5th level?

Is the Oath of the Ancients Paladin’s Elder Champion feature intended to still work while unconscious?

The Paladin’s Oath of the Ancients Level 20 Elder Champion feature states:

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

What it does not state is that the transformation ends or you lose the benefits of the transformation when you are unconscious or incapacitated.

If the Paladin is knocked unconscious while it is transformed, does that mean the Paladin will be able to regain consciousness at the start of next turn?

To contrast, the Oath of the Crown’s Exalted Champion includes this statement:

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Emphasis mine.

The Paladin’s Auras of Protection specifically state that:

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Emphasis mine.

Aura of Courage states:

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

Emphasis mine.

This seems to imply most of the Paladin’s Level 20 features continue working even while unconscious. The Oath of Ancients Paladin would be able to regain consciousness at the start of the turn. Similarly, the Oath of Vengeance Paladin would still frighten their enemies despite being unconscious on the ground. The Oath of Devotion Paladin would still give off sunlight and damage enemies despite being unconscious.

Is this Rules as Written and/or Intended?

Is this homebrew Oath of the Golden Knight paladin subclass balanced compared to the official subclasses?


Oath Spells
You gain Oath Spells at the Paladin levels listed.
3 Hail of Thorns, Ensnaring Strike
5 Locate Animals or Plants, Healing Spirit
9 Conjure Animals, Spirit Guardians
13 Grasping Vine, Polymorph
17 Tree Stride, Insect Plague

Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity Options:

  • Life Sequester:
    Over the course of ten minutes, you transform a small or smaller non-magical object, or a willing creature you are touching into a beast of CR 1/8 or lower, expending a use of channel divinity. The character’s armor and equipment is absorbed into it while it is transformed, and the creature gains no benefit from its armor and equipment. The character retains the intelligence, wisdom, and charisma scores it had before being transformed. The character or object returns to their original form after 8 hours or after being reduced to 0 hit-points. If you transform an object with this feature, the beast it turns into is neutral towards you.
  • Golden Knight:
    As an action, you use your Channel Divinity to summon an Animated Armor that appears in an unoccupied space within 10 feet of you. The Animated Armor vanishes if it is reduced to 0 hitpoints or if it goes more than 10 feet away from you, or after one minute. The Animated Armor is friendly to you and your allies and obeys your commands.

Aura of healing:
At level 7, whenever you cast a paladin spell, you can choose a humanoid ally within 30 feet of you. They regain hitpoints equal to the level of the spell you cast plus your proficiency bonus.

Superior Summons:
At level 15, whenever a creature does damage to a creature you have summoned with a paladin spell or Channel Divinity, you can use your reaction to make the attacker take magical bludgeoning damage equal to the damage it dealt (to a maximum of 40 damage). Once you use this feature you cannot do so until you take a long rest. Additionally, when you fail a saving throw to maintain concentration on a spell, you can use your channel divinity to attempt the saving throw again instead (you must accept the results of this new roll).

Field of Futility:
At level 20, as an action you undergo a transformation that lasts for one minute. While under this transformation you gain the following benefits:

  • You can cast counterspell as a 3rd level spell at will without expending a spell slot.
  • When you hit a creature with a critical hit, that creature takes an additional 4d10 necrotic and 4d10 psychic damage.
  • You are immune to radiant and necrotic damage.

Once you use this transformation, you cannot use it again until you complete a long rest.

Is this homebrew Oath of the Jedi paladin subclass balanced compared to the official subclasses?

Is the following homebrew Oath of the Jedi paladin subclass balanced compared to the official subclasses?

Oath Spells

You gain oath spells at the following levels:

3rd – Jump, Catapult
5th – Blur, Detect Thoughts
9th – Wind Wall, Protection from Energy
13th – Freedom of Movement, Divination
17th – Telekinesis, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following 2 Channel Divinity options:
Sense Alignment: As an action, you use your Channel Divinity to stealthily probe the mind of a creature within range. Make an Wisdom(Insight) check contested by the creature’s Charisma(Deception) check, if you succeed you learn the creature’s alignment. If the creature can cast at least 1 spell, they sense their mind has been probed, but do not know it was you.
Repelling Wave: As a bonus action, you extend your hand towards a large or smaller creature within 15 feet of you and expend a use of channel divinity, that creature must succeed on a Charisma saving throw or be pushed 20 feet away from you and take 4d4 bludgeoning damage.

Unarmored Defense: At level 7, while you are unarmored, you can add your Wisdom modifier to your armor class. While unarmored, you gain a climbing speed equal to your walking speed and your jump distance is doubled.

Improved Mind: At level 15, you gain resistance to psychic damage. Also, when you use your Sense Alignment on a creature and they fail their saving throw, for the next minute you can add your Wisdom modifier to attack rolls against that creature.

One with the Force: At level 20, as an action, you undergo a transformation that lasts for 10 minutes. While transformed, you gain the following benefits:

  • You can take the Dodge action as a bonus action
  • You gain blindsight to 120 feet
  • Every time you hit a creature with a melee weapon, they are dealt an additional 1d4 force damage and 1d4 fire damage
  • You have advantage on death saving throws

Once you use this feature, you cannot use it again until you complete a long rest.

Does a paladin with the oath of vengeance use concentration when he invokes his vow of enmity?

I’m playing a game where I have a Paladin who has taken the Oath of Vengeance. With that oath I get my Channel Divinity options and spells like hunter’s mark and shield.

In my game I cast the spell hunter’s mark on the enemy on my first turn. Second turn of combat I used my Vow of Enmity. The DM’s response was that I can’t do that. He said it would require my concentration and thus break hunter’s mark.

Channel Divinity is stated to not be a spell according to this question:

Does Channel Divinity / Turn Undead break sanctuary?

I can assume that it does not require concentration because the PHB doesn’t state that it uses concentration. Channel divinity options can only be used once per short or long rest which makes it a very limited resource.

How do I convince my DM of the same?

This isn’t a game breaking mechanic. In the game I dropped hunter’s mark because my DM said it requires concentration. I missed the attack I had advantage on. Then the giant was killed by the other adventurers in my party before I could do anything.

Does a paladin with the oath of vengeance use concentration when he invokes his vow of enmity?

I’m playing a game where I have a Paladin who has taken the Oath of Vengeance. With that oath I get my Channel Divinity options and spells like hunter’s mark and shield.

In my game I cast the spell hunter’s mark on the enemy on my first turn. Second turn of combat I used my Vow of Enmity. The DM’s response was that I can’t do that. He said it would require my concentration and thus break hunter’s mark.

Channel Divinity is stated to not be a spell according to this question:

Does Channel Divinity / Turn Undead break sanctuary?

I can assume that it does not require concentration because the PHB doesn’t state that it uses concentration. Channel divinity options can only be used once per short or long rest which makes it a very limited resource.

How do I convince my DM of the same?

This isn’t a game breaking mechanic. In the game I dropped hunter’s mark because my DM said it requires concentration. I missed the attack I had advantage on. Then the giant was killed by the other adventurers in my party before I could do anything.

Does a paladin with the oath of vengeance use concentration when he invokes his vow of enmity?

I’m playing a game where I have a Paladin who has taken the Oath of Vengeance. With that oath I get my Channel Divinity options and spells like hunter’s mark and shield.

In my game I cast the spell hunter’s mark on the enemy on my first turn. Second turn of combat I used my Vow of Enmity. The DM’s response was that I can’t do that. He said it would require my concentration and thus break hunter’s mark.

Channel Divinity is stated to not be a spell according to this question:

Does Channel Divinity / Turn Undead break sanctuary?

I can assume that it does not require concentration because the PHB doesn’t state that it uses concentration. Channel divinity options can only be used once per short or long rest which makes it a very limited resource.

How do I convince my DM of the same?

This isn’t a game breaking mechanic. In the game I dropped hunter’s mark because my DM said it requires concentration. I missed the attack I had advantage on. Then the giant was killed by the other adventurers in my party before I could do anything.

Clarification: Paladin falls and chooses not to take the oath breaker class

tl;dr: How do you handle a fallen paladin who wants to take a new class rather than the oathbreaker devotion.

I have a level 6 player who wanted to play a lawful good aasimar paladin (oath of devotion). Then they decided they wanted to be an alchemist (fine, no problem). Then they decided they wanted to be a serial killer who murders anyone who annoys them for alchemy components (wait, what??)

I got them to agree to go from lawful good to lawful neutral IF they agreed only to kill evil people (murderers, etc) AND they could justify that their alchemy was to achieve the main goal of stopping the great evils of the world, and not just for personal gain. But that’s not really what they want the character to be…and they don’t want to create a new character.

They also agreed that they’re ok not being a paladin anymore. So most paladin’s can either choose a new class or become an oathbreaker, if they break their oath.

So my question is, if they pick a new class (say wizard), should it be treated like multiclassing where they’re a level 6 paladin that can’t do oath or paladin spells (but still have the proficiencies and stuff) and a level 1 wizard (when they level up to 7, of course). Or should they lose all proficiencies, abilities, etc. from being a Paladin and become a level 6 wizard (makes less sense). Or should they be dropped to a level 1 wizard and be stripped of all paladin stuff?