Paladin
Base Class: Paladin

The Oath of the Witchhunter is a curse against mages. Sometimes called heretics, witch hunters, or antimages, a paladin who swears this oath does so because they find the practices of wizards to be abhorrent. Not their use of magic, but how they hoard it. When necromancers call up hordes of undead to take over a town, when wizards keep knowledge out of the hands of others for selfish reasons, when archmages tear at the fabric of reality without a thought to the civilians around them, these paladins are there. They often carve runes and symbols of antimagic into their armor as a blatant reminder to those who misuse magic that they will remove it from them.

 

Tenets of the Witchhunters

The tenets of the witch hunters recognize and seek to rectify one simple truth: That there is injustice in the world, and that wizards often create more than their fair share of it. To this end, they make themselves anathema to wizards, swearing to act as their equal and opposite.

Knowledge is Power. No one person has a right to keep it hidden. Give knowledge freely instead of hoarding it.

Power is Responsibility. Stand against those who would use it for their own gain, at the detriment of others.

Responsibility is Complex. Seek other perspectives and listen to wise counsel. To hunt alone is suicide.

Complexity is Magic. It is both good and evil. Arcane and Divine. A tool and an art form. Unliving yet alive. To claim mastery over it is a fool's errand, and must be watched with care.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Snap Concentration. As an action, you force one creature you can see that is concentrating on a spell to end it's concentration. It must make a Constitution saving throw, dropping concentration on a failure.

Turn Magic. You can twist magic back those that are foolish enough to cast spells on you. As a reaction when you succeed on a save against a spell or magical effect made by someone you can see, you can use your Channel Divinity to turn a portion of that magic back on the caster. They must make the same save against your Spell Save DC, with differing effects on a failure depending on the type of spell.

If it was a spell or magical effect that dealt damage, then they take damage of the same type equal to the same amount of dice that were rolled, but turned into d4s (For example: Turning the fireball spell back at someone would inflict 8d4 damage instead of 8d6). If it was a spell or magical effect that inflicted a condition, then they take the condition that you would have, but it only lasts for a turn. If it was a spell or magical effect that does both, then it does both, and you add your Charisma modifier to the damage (minimum of +1). The DM may wish to come up with different options for spells or magical effects whose consequences do not fall neatly into any of these three categories.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of the Pursuit

Starting at 7th level, when a creature within 10 feet of you teleports, if you can expend 5 feet of movement you can attempt to follow. Make a Spell Attack Roll versus the Spell Save DC of the subject casting the spell. On a success, you teleport along with the creature, appearing somewhere within 10 feet of it. This aura is only active while you are conscious.

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

Disrupt the Weave

Starting at 15th level, you can disrupt a creature's ability to cast spells. When you hit a target with an attack, you can silence them until the beginning of your next turn. A silenced creature is unable to make any noise, and cannot cast spells that require verbal components. You can use this ability a number of times equal to your Charisma modifier, and regain all expended uses on a long rest.

Unraveling Presence

At 20th level, you become anathema to magic itself. Your mere presence is enough to break most enchantments, and keep the myriad of powers at a wizard's disposal at bay. As an action, you gain the following benefits for 1 minute:

  • You emanate an aura of strong anti-magic with a radius of your choice, up to 30 feet. Spells and other magical effects, except those created by an artifact or a deity or cast at 3rd level or lower, are suppressed in the aura and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. This affects you as well. As a bonus action, you can change the size of this aura, ranging from 0 feet to 30 feet. At 0 feet, the aura counts as not affecting anyone, including yourself.
  • Your attacks cause disadvantage on concentration checks, and the number that has to be beaten is your Spell Save DC or half the damage taken, whichever is higher.

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

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