I made this as a option for Paladin. The concept is pretty straight forward, with so many evil wizards, liches etc in D&D it makes sense that one would devote themselves fully to destroying magical threats.
Tenants:
Destroy Witches: Believes that evil spellcasters are more dangerous than any other evil. Faced with the choice between fighting an evil monster or an evil mage they choose the mage.
Discipline Mind & Body: One must have both a strong Mind and Body in order to ward off all types of magic
Magic for the good of the people: Magic should only be used in the service of others and defeating evil magic, it should not be used for personal gain.
Oath of The Mage Slayer
Oath Spells:
3rd: Shield, Detect Magic 5th: Silence, See Invisibility 9th: Counter spell, Dispel magic 13th: Locate Creature, Dimension Door 17th: Hold Monster, Circle of Power
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Spell Turning. You can use your Channel Divinity to turn magic back on it’s source. When you are hit by a spell attack, you can use your reaction to choose a new target for any spell targeting you of 3rd level or lower. If the spell is 4th level or higher, make an ability check using your Paladin spellcasting ability. The DC equals 10 + the spell's level. On a success, you may choose a new target for the spell. The spell keeps the same attack roll. Spell Evasion. You can use your Channel Divinity to ward off attempts to beguile your senses. As a reaction you can choose to succeed on a spell saveing throw.
Aura of Resistance:
Beginning at 7th level, your training and experience allow you to shrug off the worst of magic. 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.
Mettle:
Starting at 15th level you have advantage on saving throws vs spells, and when you succeed on a spell saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Spell Breaker:
At 20th using your action you become an exemplar of your craft for 1 minute you gain the following benefits.
* Creatures you damage gain disadvantage on Constitution saving throws to maintain concentration on a spell until the beginning of your next turn. * You are under the effects of True Seeing * You have advantage on saving throws vs spells * When you Deal damage to to someone concentrating on or casting a spell deal an additional 1d8 damage per level of the spell the target is concentrating on or casting.
Once you use this feature, you can’t use it again until you finish a long rest.
First off, I do hate evil lunches but evil autocorrects are the bane of my existence.
While paladins typically receive an aura at 7th level, I would switch Aura of Resistance and Mettle in the level progression. The 1d6 extra damage shouldn't depend on how powerful the caster's spell is. I would change it to the paladin expending a spell slot and dealing 2d6 for each level and imposing disadvantage on concentration checks.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
First off, I do hate evil lunches but evil autocorrects are the bane of my existence.
While paladins typically receive an aura at 7th level, I would switch Aura of Resistance and Mettle in the level progression. The 1d6 extra damage shouldn't depend on how powerful the caster's spell is. I would change it to the paladin expending a spell slot and dealing 2d6 for each level and imposing disadvantage on concentration checks.
Lol thanks, fixed the autocorrect.
i could turn Mettle into an Aura and the Resistance into the Paladin only which would set that class feature apart. As it is now the 7th level ability is an exact copy of the Oath of the Ancients ability cause I couldn’t think of a better Aura for a mage Slayer.
Paladin’s already sacrifice spell slots to do extra damage for Smite the idea is to give them a seperate way to access damage which they can use in conjunction with smiting. So I’m not a big fan of giving them more sacrifice spell abilities. On top of that there’d be no reason to smite when you can mathmatically would get more damage with the 2d6
sides thematically I imagine higher level spells require the user to channel more mystical energy (divine or arcane) and thus the Paladin is effectively cause that energy you’re concentrating to make a feedback backlash then he hits you hence why it’s dependent on the level of the spell they are concentrating on.
I do LOVE the idea of giving them disadvantage and will definitely be adding that in.
I hadn't realized that the aura was related to the Ancients' ability, in that case, it seems perfectly fine. For spell breaker, your reasoning makes sense to keep it that way, I would suggest increasing the damage if not to 2d6 at least 1d8 and making it clear that it is for every spell level that the enemy was casting. Perhaps also give the bonus damage against people trying to casting a spell with a casting time longer than an action.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I hadn't realized that the aura was related to the Ancients' ability, in that case, it seems perfectly fine. For spell breaker, your reasoning makes sense to keep it that way, I would suggest increasing the damage if not to 2d6 at least 1d8 and making it clear that it is for every spell level that the enemy was casting. Perhaps also give the bonus damage against people trying to casting a spell with a casting time longer than an action.
Bumped the damage to 1d8 per and made it a little clearer. Thanks for the help/feedback!
I made this as a option for Paladin. The concept is pretty straight forward, with so many evil wizards, liches etc in D&D it makes sense that one would devote themselves fully to destroying magical threats.
Tenants:
Destroy Witches: Believes that evil spellcasters are more dangerous than any other evil. Faced with the choice between fighting an evil monster or an evil mage they choose the mage.
Discipline Mind & Body: One must have both a strong Mind and Body in order to ward off all types of magic
Magic for the good of the people: Magic should only be used in the service of others and defeating evil magic, it should not be used for personal gain.
Oath of The Mage Slayer
Oath Spells:
3rd: Shield, Detect Magic 5th: Silence, See Invisibility 9th: Counter spell, Dispel magic 13th: Locate Creature, Dimension Door 17th: Hold Monster, Circle of Power
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options. Spell Turning. You can use your Channel Divinity to turn magic back on it’s source. As a reaction you can may choose a new target for any spell targeting you of 3rd level or lower. If the spell is higher than 3rd level make an ability check using your Charisma. The DC equals 10+the spell's level. On a successful check you may choose a new target for the spell. Spell Evasion. You can use your Channel ability to ward of attempts to beguile your senses. As a reaction you can choose to succeed on a save throw by a spell.
Spell Turning. You attempt to deflect a spell targeting you only. When you are hit by a spell attack or fail a spell saving throw, you can use your reaction choose a new target for any spell targeting you of 3rd level or lower. If the spell is 4th level or higher, make an ability check using your Paladin spellcasting ability. The DC equals 10 + the spell's level. On a success, you may choose a new target for the spell. Treat the deflect spell as if it were cast by you.
Aura of Resistance:
Beginning at 7th level, your training and experience allow you to shrug off the worst of magic. 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.
Mettle:
Starting at 15th level when you succeed on a spell saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Spell Breaker:
At 20th you become the pinnacle of your craft
* Creatures you damage gain disadvantage on Constitution saving throws to maintain concentration on a spell until the beginning of your next turn. * You are always under the effects of True Seeing * You have advantage on saving throws vs spells * When you Deal damage to to someone concentrating on or casting a spell deal an additional 1d8 damage per level of the spell the target is concentrating on or casting.
I made this as a option for Paladin. The concept is pretty straight forward, with so many evil wizards, liches etc in D&D it makes sense that one would devote themselves fully to destroying magical threats.
Tenants:
Destroy Witches: Believes that evil spellcasters are more dangerous than any other evil. Faced with the choice between fighting an evil monster or an evil mage they choose the mage.
Discipline Mind & Body: One must have both a strong Mind and Body in order to ward off all types of magic
Magic for the good of the people: Magic should only be used in the service of others and defeating evil magic, it should not be used for personal gain.
Oath of The Mage Slayer
Oath Spells:
3rd: Shield, Detect Magic
5th: Silence, See Invisibility
9th: Counter spell, Dispel magic
13th: Locate Creature, Dimension Door
17th: Hold Monster, Circle of Power
Channel Divinity:
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spell Turning. You can use your Channel Divinity to turn magic back on it’s source. When you are hit by a spell attack, you can use your reaction to choose a new target for any spell targeting you of 3rd level or lower. If the spell is 4th level or higher, make an ability check using your Paladin spellcasting ability. The DC equals 10 + the spell's level. On a success, you may choose a new target for the spell. The spell keeps the same attack roll.
Spell Evasion. You can use your Channel Divinity to ward off attempts to beguile your senses. As a reaction you can choose to succeed on a spell saveing throw.
Aura of Resistance:
Beginning at 7th level, your training and experience allow you to shrug off the worst of magic. 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.
Mettle:
Starting at 15th level you have advantage on saving throws vs spells, and when you succeed on a spell saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Spell Breaker:
At 20th using your action you become an exemplar of your craft for 1 minute you gain the following benefits.
* Creatures you damage gain disadvantage on Constitution saving throws to maintain concentration on a spell until the beginning of your next turn.
* You are under the effects of True Seeing
* You have advantage on saving throws vs spells
* When you Deal damage to to someone concentrating on or casting a spell deal an additional 1d8 damage per level of the spell the target is concentrating on or casting.
Once you use this feature, you can’t use it again until you finish a long rest.
First off, I do hate evil lunches but evil autocorrects are the bane of my existence.
While paladins typically receive an aura at 7th level, I would switch Aura of Resistance and Mettle in the level progression. The 1d6 extra damage shouldn't depend on how powerful the caster's spell is. I would change it to the paladin expending a spell slot and dealing 2d6 for each level and imposing disadvantage on concentration checks.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I hadn't realized that the aura was related to the Ancients' ability, in that case, it seems perfectly fine. For spell breaker, your reasoning makes sense to keep it that way, I would suggest increasing the damage if not to 2d6 at least 1d8 and making it clear that it is for every spell level that the enemy was casting. Perhaps also give the bonus damage against people trying to casting a spell with a casting time longer than an action.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Spell Turning. You attempt to deflect a spell targeting you only. When you are hit by a spell attack or fail a spell saving throw, you can use your reaction choose a new target for any spell targeting you of 3rd level or lower. If the spell is 4th level or higher, make an ability check using your Paladin spellcasting ability. The DC equals 10 + the spell's level. On a success, you may choose a new target for the spell. Treat the deflect spell as if it were cast by you.
Fixed
This is interesting. I think it could be cool, as a concept, if instead of "evil magic" the oath was against all arcane magic instead.
Treating divine magic as the holy end- all- be- all and arcane magic as something that needs to be put to rest.
Just food for thought, could be an interesting take on the class
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?