Paladin
Base Class: Paladin

Potential paladins of the imperium study magics that can counter and control the flow of magic around them or directed at them. The senior council of the imperium assign aspiring spellcaster to the paladins who want to join their elite ranks.

Learning magic that is not well known and sometimes frowned upon by other paladins. Recruits spend their time reading over books and learning from tutors on how to warp magic energies against the spellcasters who cast magic towards them, sometimes nullifying sometimes redirecting.

When a paladin is bonded with an aspiring spellcaster the two have the ability to warp to each other regardless of distance, The bonded spellcaster also gains a +1 to AC.

Taking this oath at 3rd level gives you the arcana skill proficiency.

Channel Divinity

Starting at 3rd level, you can channel your divinity to cancel out magic.

  • Nullifying Aura: You can use you Channel Divinity to exude a 10ft aura of nullifying negative energy, the aura follows you wherever you move, cancelling out magic from all sources except yourself, Spellcasters caught within the aura lose the ability to cast spells, No magic can be cast within the aura nor can any magic pass into it, if the creature affected leaves the aura they can cast normally again. The paladin can cancel the effects at any time but the aura last for 1 minute.
  • Imperium's Judgement: You can use your Channel Divinity to infuse your weapon with negative energy, when you make an attack roll you unleash the stored energy upon any spellcasters to silence them until the end of your next turn, When struck spellcasters can't use any magic unless they succeed on a Charisma saving throw against the paladins spell save DC.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Imperium Spells table. See the Sacred Oath class feature for how oath spells work.

Paladins that take this oath learn oath spells that focus on countering, dispelling and stopping forms of magic from affecting them and others around them.

3rd level  - Shield, Absorb Elements

5th level - Misty step, Suggestion

9th level - Counterspell, Dispel Magic

13th level - Banishment, Resilient Sphere

17th level - Wall of Force, Banishing Smite

Warden's Eye

Starting at 7th level, as a bonus action you are able to warp to the location of your ward to either protect them from harm or to stop them from using their magic for darker purposes. 

The Warden is able to warp to the location of their ward, the Spellcaster is also able to warp to the location of their protector. 

If the Warden warps to their ward they taunt any enemies within 10ft of the ward, and if the ward warps to the protector they gain 2d4 + 5 Temp hit points. You gain this ability back after a short rest.

The Warden also has the choice to warp to other team mates but the range is vastly reduced to a range of 30 feet. The Warden can only taunt a certain amount of hostiles aound their team mates totalled to their proficiency modifier rounded down. (minimum of 1)

To taunt enemies they must fail on a Wisdom saving throw against the paladins spell save DC. 

Magus Resistance

At 15th level, the paladin gains resistance to any 3 magic types of their choosing, these can be changed after 1D4 + 2 Days. Over the course of these days there must be some form of Meditation/Prayer.

Bane of the Arcanum

At 20th level, as an action you slam your weapons into the ground with such fury any hostiles around you within 30ft must make a Strength saving throw against your spell save or be knocked prone. you gain the following benefits:

Resistance to all forms of magic damage for the duration.

Infuse your weapons with force energy that deals 4D10 damage on hit. 

Your ward gains advantage in all forms of saving throws.

If you or your ward is targeted with magic abilities you can move up to half your total movement towards the attacker, whilst redirecting the magic spells towards yourself.

The creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2021 1:03:33 PM
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