Paladin
Base Class: Paladin

Paladins who swear the Oath of the Silent Heart dedicate themselves to hunting those who abuse magic, seeing unchecked arcane power as a corrupting force. They forsake the traditional paths of divine spellcasting, believing that true devotion lies in absolute mental and physical fortitude, an unyielding will against magical influence, and the direct, unburdened application of divine justice. These paladins are terrifyingly effective against mages, their presence causing magical energies to falter and spells to unravel, all while relying on their honed combat prowess and righteous might rather than arcane tricks.

Tenets of the Silent Heart

The tenets of the Oath of the Silent Heart emphasize vigilance, resistance, and the relentless pursuit of those who wield magic without restraint.

 

  • Purity of Will: My mind is a fortress against arcane corruption. I will not be swayed by enchantments or illusions.
  • Vigilant Pursuit: I will tirelessly hunt those who use magic to oppress, deceive, or destroy.
  • Consequence for Abuse: Magic is not a tool or an excuse. I will ensure those who wield it carelessly face its righteous consequences.



Arcane rebuke

When a creature you can see within 60 feet of you casts a spell, you can use your reaction to force that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 8D8 + your charisma modifier psychic damage and the spell is cancelled . On a successful save, it takes half as much damage and the spell isn’t cancelled. You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 20: Nullification aspect

You can temporarily become an avatar of the Dread star as your heart stops beating and you enter the flow state. As an action, you can unleash the full power of your Silent Heart for 1 minute, gaining the following benefits:

 

  • The dash action no longer takes an action.
  • You have advantage on saving throws against spells and magical effects.
  • You have advantage on attack rolls against any creature that has cast a spell since the end of your last turn.
  • Once per round, you can reroll any attack roll or saving throw made.
  • You have advantage on attack rolls against creatures your last attacked hit.
  • You no longer count as a living creature and now count as an undead.

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

Nullification aspect

 

You can temporarily become an avatar of the Dreadstar as your heart stops beating and you enter the flow state. As an action, you can unleash the full power of your Silent Heart for 1 minute, gaining the following benefits:

 

  • The dash action no longer takes an action.
  • You have advantage on saving throws against spells and magical effects.
  • You have advantage on attack rolls against any creature that has cast a spell since the end of your last turn.
  • Once per round, you can reroll any attack roll or saving throw made.
  • You have advantage on attack rolls against creatures your last attacked hit.
  • You no longer count as a living creature and now count as an undead.

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

nullification aspect

You can temporarily become an avatar of the Dreadstar as your heart stops beating and you enter the flow state. As an action, you can unleash the full power of your Silent Heart for 1 minute, gaining the following benefits:

 

  • The dash action no longer takes an action.
  • You have advantage on saving throws against spells and magical effects.
  • You have advantage on attack rolls against any creature that has cast a spell since the end of your last turn.
  • Once per round, you can reroll any attack roll or saving throw made.
  • You have advantage on attack rolls against creatures your last attacked hit.
  • You no longer count as a living creature and now count as an undead.

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

Anti magic Discipline

 

No Spell Slots: You do not gain spell slots, nor do you learn spells from the Paladin spell list or any other source that grants spell slots. You cannot multiclass into or out of a class that grants spell slots.

Dread smite: you can expend spell slots directly after landing an attack to add 4 times the spells level Force or psychic damage to the attack. (example 1st level spell +4 damage, 5th level is 20 damage)

Mage Hunter's Insight: You have advantage on Intelligence (Investigation & Arcana) checks made to discern magical traps or the source of magical effects

Unwavering armament: you gain an additional fighting style from the fighter class. in addition you can make you weapon attacks deal force or psychic damage.

Heart merchant

You have 4 Heart Seals. You regain all expended Heart Seals when you finish a long rest. In addition when landing a critical hit or after killing a creature you can use your bonus action to regain a Heart Seal ( you can do this as many times equal to your proficiency modifier)

You learn to channel your inner resolve into immediate, powerful effects by expending Heart Seals. As a bonus action, you can expend 2 Heart Seals to gain one of the following benefits:

  • Swift Stride: Your walking speed is doubled until the end of your current turn.
  • Resolute Guard: You gain temporary hit points equal to 4d8 + your Paladin level. These temporary hit points last for 1 minute.
  • Precise Strike: You have advantage on your next attack roll before the end of your current turn. If that attack hits, it deals an additional Force damage equal to your Paladin  level.
  • Spell Breaker: Choose one spellcaster you can see within 30 feet of you. That creature has disadvantage on its next spell attack roll or saving throw against a spell it makes before the end of its next turn. Additionally, its spellcasting ability score is reduced by 2 (to a minimum of 1) until the end of its next turn.
  • Iron Resolve: You have advantage on your next saving throw against being charmed or frightened before the end of your next turn. If you succeed, you also become immune to the charmed and frightened conditions for 1 minute.
  • Disruptive Presence: Choose one hostile creature within 30 feet of you. Until the end of your next turn, that creature's movement speed is set to 0, and it cannot take reactions.
  • Steadfast Defense: You gain a +5 bonus to your AC until the start of your next turn
  • Vigilant perception: You have advantage on all Wisdom (Perception) and Intelligence (Investigation) checks made before the end of your next turn. In addition you can use your Charisma modifier for these checks
  • Resonance Pulse: For 1 minute, you add 1d6 Force damage to all damage rolls you make.
  • Honorable hunt: You cast the spell dispel magic without requiring concentration. Spell casters have disadvantage on the save.

Channel divinity

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

  • Chilled heart: As a bonus action, you can use your Channel Divinity to emanate a disruptive aura for 1 minute. Until the aura ends, any hostile creature within a 10 feet emanation of you has disadvantage on concentration checks, attack rolls, and Constitution saving throws.

aura of quieting

 

You emit an aura that subtly dampens hostile magic. While you are not incapacitated, you and friendly creatures within 10 feet of you have advantage on saving throws against spells. At 18th level, the range of this aura increases to 30 feet.

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