Base Class: Paladin
When magic began to permeate its presence throughout the world, the balance of power began to shift with the existence of magic being used irresponsibly. Eventually, and even still to this day in several ways, magic is unsanctioned and uncontrolled with many not afraid to abuse its potential. Countless innocent lives would be the result in the exploration of the limits of magic.
However, things would change when antimagic would be discovered, the result of magicless pockets in the world that are void of energy from utilizing magic. And thus when people learned to harness this antimagic, they sought to return and maintain the balance of the world before magic had brought its immense instability. Antimagic warriors would arise, swearing to take down violent mages, powerful liches, and magical anomalies that need to be dealt with, using antimagic to take them down and even the odds.
Often worshiping gods of balance, peace, or stability, warriors who follow down the path of ensuring magic is being kept in check find themselves drawn to uptaking this general oath and become the masters of anti-mage combat.
Tenants of Absence
The tenets of the Oath of Absence will make a paladin have to make decisions that are ultimately the most responsible and beneficial to the many while also requiring immense self control of the temptations of using powerful magic. Paladins who take this oath do not stave off magic, but simply make sure it is in the right hands.
- Power Isn't Everything. Power isn't worth compromising yourself for.
- Magic Requires Responsibility. Magic should never be used recklessly nor needlessly.
- Your Magic Doesn't Define You. Magic you possess is not where your power comes from.
- Balance Is Key. Everything you do should be in the name of ensuring the stability of the world.
Oath Spells
3rd-level Oath of Absence feature
You gain oath spells at the paladin levels listed in the Oath of Absence Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Absence 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 |
Channel Divinity
3rd-level Oath of Absence feature
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.
Arcane Shutdown. As an action, you can use your Channel Divinity to emit an antimagic pulse in a 15-foot sphere centered on yourself. Magic items in the area have their magical properties suppressed for 1 minute. Any ongoing spell ends if the creature, object, or area affected by it is even partly in the pulse’s area. Artifacts are unaffected by this property, as are magic items on your person.
Magic Resistance. As an action, you can use your Channel Divinity to give you and a number of allies equal to your Charisma modifier (at minimum of 1) within 30-feet that you can see resistance to damage from spells and magic effects for 1 minute.
Aura of Null
7th-level Oath of Absence feature
You and any creatures of your choice within 10 feet of you have advantage on saving throws against spells and other magical effects. In addition, while in your aura, if a creature rolls a 20 for a saving throw against a spell or magic effect, it has no effect on the creature until the end of its next turn.
At 18th level, the range of this aura increases to 30 feet.
Mana Absorption
15th-level Oath of Absence feature
You can use your reaction to absorb a spell of 8th level or lower cast by a creature you can see and would target you. You can absorb a number of leveled spells equal to half your Paladin level (round up). If you are targeted by a spell whose level is higher than the number of spell levels you have left to absorb, you can't cancel it.
As a bonus action, you convert the number of spell levels you absorbed to recover spell slots you expended. For example, you have absorbed a combined total of 8 levels worth of spells. You can recover two 4th-level spell slots or a 5th-level spell slot and a 3rd-level spell slot, etc.
The amount of spells you can absorb resets when you finish a long rest.
Evoker of Absence
20th-level Oath of Absence Feature
You exude antimagic around you that safeguards your well being. As an action, you can coat yourself in antimagic, which gives you the following benefits for 1 hour:
- You can't be affected or detected by spells of 5th level or lower unless you wish to be.
- Whenever you hit a creature with an attack roll and deal damage to the creature, its concentration is immediately broken.
- As a bonus action, you can cast the antimagic field spell with this feature without expending a spell slot. When casted this way, you and objects you are holding remain unaffected to the spell's effects.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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