Paladin
Base Class: Paladin

 

 

The oath of the Anti-Mage calls to those who believe magic to be dangerous. They hone their body, spirit, as well as their mind to hunt down rogue mages. Known, as mage-slayers or mage-hunters. Paladins of this oath believe in an ancient proverbs from a distant land; "with great power comes great responsibility. Not all of this order wish to all mages burned at the stake, and yet they should not be able to freely do as they please. These paladins train in the arcane in order to empower themselves against it.

 

TENETS OF Anti-Magic

The tenets of the Oath of Anti-Magic vary by paladin, but all the tenets revolve around stopping rogue sources of magic of all kinds. Paladins who uphold these tenets are wary and respectful of the power behind magic. They are usually not of an evil alignment.

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Discipline. You are the shield against the endless terrors. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Courage. Never fear to act, though caution is wise.

Channel Divinity

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

Redirect Spell. When you are targeted by a spell you can use your reaction to block the spell by succeeding on a Constitution Saving Throw  DC8+the spells level. On a success, you can recast to a creature of your choosing. On a Fail, the spell continues as normal.

Concentration Breaker. You can use your Channel Divinity to utter ancient words that disrupt the flow of mana. You can use your bonus when you hit with a melee attack to grant disadvantage on the concentration check to maintain a spell.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Anti-Mage Spells
PALADIN LEVEL SPELLS

3rd

absorb elements, shield

5th

see invisibility, silence

9th

counterspell, dispel magic

13th

banishment, locate creature

17th

telekinesis, teleportation circle

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Vigilant Rebuke

You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.

Templar's Mantle

At 20th level, you can transform and your eyes shine pure white light, and blue runes cover your body.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your attacks have advantage on spell casters
  • You gain true sight up to 120-foot. range.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

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