Paladin
Base Class: Paladin

Tenets of Abjurer

An Abjurer Paladin devotes themselves to the protection of others, from those that might abuse magic.

Autonomy You value choice; people should be free to make their own choices and face the consequences of them accordingly. You seek to guard all people against those that might control their minds, and make them take actions other than their own.

Ward You dislike the use of violence for violence's sake, and seek to stop or mitigate it whenever possible. Magical or otherwise.

Order Curses, Abberations, Monstrocities, along with other creatures not of the Material realm, are all bastardizations of magic, and must be removed.

Oath Spells

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

Oath of the Abjurer Spells

Paladin Level Spells
3rd Detect Magic, Absorb Elements
5th Silence, Vortex Warp
9th Remove Curse, Counterspell
13th Resilient Sphere, Private Sanctum
17th Wall of Force, Synaptic Static

Channel Divinity

3rd level Oath of the Abjurer feature

You gain the following Channel Divinity options. See the Sacred Oaths class feature for how Channel Divinity works.

Silencing Smite Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and Silence the creature for 1 Minute. A Silenced creature can no longer produce sound, and casting a spell that includes a Verbal component is impossible.

Spell Redirection You can use your Channel Divinity to turn a caster's magic against them. Immediately after a creature begins casting a spell within 60 feet of you, you can use your reaction to attempt to interrupt their casting, forcing the caster to make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the spell being cast is turned against the caster, and you now control the spell as if you cast it.

The spell can only target the original caster; if the spell would affect other creatures, they automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Aura of Warding

7th level Oath of the Abjurer feature

You create a magic dampening aura against spells while you aren't incapacitated. Whenever you or a friendly creature within 10 feet of you must make a saving throw against a spell; the creatures gains a bonus to the Saving Throw equal to your Proficiency bonus. This effect stacks with Aura of Protection. You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Disturb Magic

15th level Oath of the Abjurer feature

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell  and dispel magic), you add your proficiency bonus to that ability check.

On a successful check, you regain a use of your Channel Divinity, not to exceed your maximum of 1. If you regain a Channel Divinity in this way, you cannot do so again until you finish a Short or Long Rest.

Grand Abjurer

20th level Oath of the Abjurer feature

You assert full control over the weave that surrounds you. Using your action, you can emit an Antimagic Field in a 10-foot radius around you for 1 minute, and you gain the following benefits:

  • You and any friendly creatures of your choice within 10 feet of you are able to use magic normally while inside your Antimagic Field.
  • You gain resistance to Non-Magical Damage.
  • Undead creatures are rendered unconscious upon entering the Antimagic Field.
  • Upon entering the Antimagic field, Summoned or Extraplanar creatures must make a Charisma Saving Throw against your Spell Save DC. On a failed save, the creature is banished to their plane of origin. On a success, the creature temporarily winks out of existence in the sphere, and instantly reappears once the space the creature occupied is no longer within the sphere.

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

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