Base Class: Paladin
Magic casters fear you, for you are doom. Dread it, run from it the anti-magic arrives all the same. Whether you are powered by the gods that have a hatred of magic or your own hatred, no magic shall pass by you except your own. Against all the magic users can conjure, all the wickedness that counterspell can produce, we will send onto them... only you. Slash and sunder, until it is done.
Tenets of Antimagic
A paladin who assumes the Oath of Antimagic swears to lay waste to those who use and abuse magic.
Castigate the Caster. Magic only belongs to those who deserve it. All others must be destroyed.
Prevent Future Abuse. Those who have abused magic must never be allowed to use it again. Remove their ability to by any means necessary.
Magic for the Worthy. Only those who are trustworthy with magic, such as yourself, are deserving of its power.
Knight of the AEther
Starting at 3rd level when you take this oath, your knowledge of the arcane and unnatural far outrival that of other paladins. You gain proficiency in the Intelligence (Arcana) skill, and can double your proficiency bonus for it.
Additionally, the nature of your divine sense and smite changes.
Smite when a spell/magical effect happens you can use divine smite to reduce the damage and reflect it back to the user it follows the same rules as smite add a d8 extra if the target has spellcasting/pact magic/innate casting the damage type of your Divine Smite feature changes to force damage.
Sense Beginning at 3rd level, whenever you use your Divine Sense feature you also gain the ability to sense the presence of magic within 30 feet you know the presence of any spellcaster within the range of you, along with the highest level spell they can cast. that lasts only as long as your divine sense. you are unable to discern the school of magic using this method. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. The effect can be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity optionss
Aether Ward. as a reaction from a spell or magical effects you form an eldritch ward. A creature within 30 feet of you (including you) gain resistance to magic.
Accelerate Aether. You alter the aether in those around you as an action all creatures you choose in 30 ft of you must make a Charisma save those who fail must spend an extra 1/2 the level of spells for casting rounded up the next time they cast (ie a 1st level spell half rounded up would be 1 so the next spell cost is increased by 1) . allies gain x1/2 spell levels rounded down (ie 1st level spells don't gain spells half of 1 rounded down is 0)
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of Binding AEther
At 7th level your aura disrupts teleportation, This effectivly block any portal from being opened in your arua and any spell that teleport its user (like misty step ot thunder step) from being used. If a creature try to enter or exit your aura using one of those spell or effect they must succeed on a Charisma save against your spell save DC if it attempts to teleport. On a failed save, the teleport fails.
At 18th level, the range of this aura increases to 30 feet and failed teleportation attempts take your reflective smite
AEther Warden
Beginning at 15th level
Additionally, you are always under the effects of a identify magic spell, and if you touch a creature or an object you can use your bonus action to learn what spells, if any, are currently affecting it. And use a use cleansing touch to end it
Additionally, when you perform a spell that nullifies magic dispel or counterspell. If you successfully counterspell or dispel you can reflective smite that creature at the level of the spell you nullified(max 5th level)
Aether Slayer
At 20th level, as an action, you can weave the AEther around through or from people. For 1 min you have resistance to all damage
- Once on each of your turns when you make an attack and miss, you can cause that attack to hit instead.
- Whenever you hit a creature with a melee weapon attack you ignore any bonuses to the targets AC caused by spells such as shield or mage armor.
- Once per turn as a bonus action you can magically teleport up to 60 feet to an unoccupied space you can see
- If you deal damage to a creature with your Divine Smite the next time that creature makes a saving throw against one of your Paladin spells or effects, they have disadvantage.
- you and allies in your aura who save from a spell take no damage from it, those that fail, take half
Once you use this feature, you can’t use it again until you finish a long rest. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Comments