Paladin
Base Class: Paladin

The Oath of Eldritch Seal is taken by paladins who seek to undo the chaos wrought by mages and the horrors they bring into the realm to terrorize the defenseless. A paladin who commits to this oath fully will find that they shrug off spells that would annihilate the average person, and instill fear even in the alien minds of aberrant creatures from outside the Material Plane.

Tenets of the Eldritch Seal

The tenets of the Warden serve as a code to its adherents and a warning to those who oppose them. A paladin upholds these tenets knowing full well that breaking them means becoming that which they hunt. It enforces community, duty, and honesty above all.

The tenets of the Eldritch Seal serve as a code to its adherents and a warning to those who oppose them. A paladin upholds these tenets knowing full well that breaking them means becoming that which they hunt. It enforces community, duty, and honesty above all.

Beware the Heretic. There are no second chances once a magic user has abused their power.

Beware of Temptation. Power tends to corrupt, and absolute power corrupts absolutely.

Beware of Secrecy. Hold nothing back from your brothers and sisters in arms. They are your strength, as you are theirs.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Eldritch Seal table. See the Sacred Oath class feature for how oath spells work.

Oath of the Eldritch Seal Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Acquire Cantrip. You can use your Channel Divinity to gain access to basic forms of arcane magic. As a bonus action, you learn one cantrip from the bard, sorcerer, warlock, or wizard spell list. You may then cast the cantrip as if it were a paladin spell until you finish a short or long rest.

Feedback Ward.  You can use your Channel Divinity to guard an ally from magical harm and rebuke spellcasters. As a reaction to a creature you can see within 30 feet of you being targeted by a spell, you grant it a protective ward. If the source of the spell is a creature, it must first succeed on a Charisma saving throw. On a failed save, the caster takes force damage equal to 2d10 + half your paladin level (half damage on success) and must choose a new target for the spell. If there are no other valid targets, the spell is wasted.

Mage Hunter

At 7th level, you gain a degree of precognition towards the casting of spells. When a creature you can see casts a spell, you can use your reaction to move up to half your speed. This movement occurs before the spell takes effect, and can thus enable you to escape the area of effect of certain spells that do not specifically target you.

Smite the Outsider

At 15th level, your Divine Smite feature deals an additional 1d8 damage against aberrations, celestials, elementals, and fey.

Arcane Reaper

At 20th level, you can use your action to take on the form of a humanoid void that swallows magic. For one minute, you gain the following benefits:

  • You are immune to the effects of spells of 3rd level or lower unless you choose to be affected.
  • You gain truesight out to a range of 120 feet.
  • You emanate a 20-foot radius aura that seeks to undo magic at its source. Spell attacks have disadvantage against creatures inside the aura, and when a hostile creature concentrating on a spell starts its turn inside the aura it must immediately make a Constitution saving throw against your paladin spell save DC. On a failed save, they take 2d8 psychic damage and immediately lose concentration.

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

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