Base Class: Paladin
Your duty to the world is to preserve the balance of life, those who have abused their abilities in the mastery of the schools of magic, this does not mean you should exterminate the spell casters, they can pay for their crimes like any other, but if they are not willing then they will know the edge of your sword
This oath allows you access to abilities that grant you the ability to match up with a spellcaster without resorting to the same destructive resources, but by reinforcing your skills and giving you tools to disable the enemy for a brief loss of time, necessary for those incorrigible enemies
Tenets of Inquisitor's Oath Against the Arcane
Silence the profane: Do not allow creatures that abuse their power to harm innocents to spread their desolation
Stop the spread: Those who use their magic for their darkest purposes are often extremely dangerous, resist the temptation
Your sword does not judge: Not all wielders of magical abilities are the same, Do not raise your sword against the innocent
Strengthens the spirit: Do not let temptation and greed seduce you, your duty is with and for life
Sword lore: Train your sword art and use your magic as reinforcement, teach the path of balance
Channel Divinity
When you take this oath at 3rd level, you gain the following three Channel Divinity options.
Cloak of silver, Iai's ash blade: As bonus action you can present your holy symbol, to turn the weapons you are using into magical weapons if they were not already magical for a duration of 5 minutes, these weapons emit a dim light in a 2ft area. When you attack a caster with these weapons with successful attack rolls, the creature will have a disadvantage on its next roll in which it must maintain the concentration of a spell, you can also add 2d4 to your damage rolls with weapons, damage from these dice is considered radiant
Cloak of silver, Avydya's Target: As bonus action you can present your holy symbol, and you select a maximum of two creatures as your target for a duration of 5 minutes, by doing this you emit an aura around your body that extends to the weapons you carry, returning the magical ones if they were not. You have advantage on attack rolls against those creatures, otherwise those creatures must make a charisma saving throw against your DC on a failed roll those creatures have disadvantage on damage rolls towards you, you can also add 2d4 radiant damage on your successful attack rolls against those creatures
Mana zone, cloak of darkness, Dark Moon: As a bonus action you present your holy symbol, a small representation of a moon of darkness, appears on or around for a duration of 5 minutes you this moon will follow you when you move and it has a center in your body, and creates an area of 10ft that protects you from spells, you have control over the area to distinguish between allied spells and enemy spells, in this way the spells that affect negatively will have a disadvantage to affect creatures within the area of the moon, it also offers advantage to you and friendly creatures to succeed on saving throws against spells. For the duration of the moon it is attached to a single weapon you are using which gains an aura of power allowing you to ignore 1AC of creatures that are under the effects of mage armor or similar magical effects.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Avydya's Slash: Blunt Strike
There reach level 7 your training with the sword has increased your skill in its use, when you manage to deal a critical hit you can make subtle and precise movements when hitting the enemy this allows you to be able to add 4d4 to the damage roll once per long rest if you activate this feature.
Avydya's Safeguarding Aura
Starting at 7th level, you and friendly creatures within 15 feet of you can’t be charmed and have advantage on saving throws against being frightened
At 18th level, the range of this aura increases to 30 feet.
Cloak of darkness, black hole
Starting at level 15 you can create a black hole of magic, as a reaction when an enemy attacks you with a magic attack, you can activate this trait and with a constitution roll against the DC of the attack casting against you, if the roll is successful you take half the total damage of the spell.
You can activate this feature a number equal to proficiency bonus number, you regain all its uses after a long rest
Mana zone, nirvana dimensional cut
Beginning at 15th level when you make a critical successful attack roll, you can damage up to two enemies adjacent to the original target within 15ft,new targets must make a dexterity saving throw against your spell DC, on a failed save these enemies take 3d10 radiant damage, if they pass it, they take half the original damage.
You can use this trait a number of times equal to your proficiency bonus, you regain all uses on a long rest
Gray Mantle of the Ash Deer
At level 20 you can use your action to evoke your magic in the form of a booster to enhance your abilities in combat, enveloping you and your weapons in a magical aura for 2 minutes, recovering this ability on a long rest.
If you are imbued with this aura, you may take one of the following actions at the start of each of your turns.
- As a bonus action you can move a creature that is within 5 ft away from you, the creature must make a constitution saving throw against your DC if it fails it falls remaining in the prone state until his next turn, he must also take 2d6 radiant damage or half that if the saving throw is successful
- As a bonus action after an attack roll in which it scores 19 naturally you can consider it as a critical attack, you can only activate this feature 2 times while you remain in this state
- As a bonus action you can increase your AC by +2 until the start of your next turn and restore hit points equal to 2d4
- As an effect of the Aura each time a hostile creature attacks you with a melee attack it will suffer 2d10 radiant damage and if it were a ranged attack or a spell within a 20ft range the creature must make a dexterity saving throw or take 2d6 radiant damage on a failed save and half as much on a successful save
In addition, this energy allows you to see in the dark even if it is of magical origin. And you have advantage on Wisdom and Charisma saving throws from Creatures originating from planes with an evil alignment
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