Paladin
Base Class: Paladin

Enforcers of the Arcane Order (simply known as the Order), these Paladins are often found defending those who cannot cast magic for themselves. Oath of the Arcane Order Paladins focus primarily on debilitating spellcasters and limiting their options in battle. Their smites ruin magic and shatter arcane shields. Paladins who take the Oath of the Arcane Order can be commonly sent as enforcers of the Order, often due to the threat of warlocks, sorcerers, and even Blood Hunters.

Channel Divinity

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

Arcane Denial. You use your Channel Divinity as an action to essentially shatter the magic of a specific spell school. For the next 10 minutes, all spells of one specific spell school (your choice) within 20 ft. of you cannot be cast, and active spells of that same school cast prior to your activating this are immediately dispelled. You can end this effect early as a bonus action. 

Arcane Break. As a reaction after being damaged by a spell or spell like attack, you can force the caster to make a Wisdom saving throw contesting your Spell Save DC. If the caster fails their save, roll 1d6. The caster loses charges and/or spell slots equal to the number rolled. Additionally, their Spell Save DC is reduced by that same amount until the end of your next turn. 

Oath Spells

You gain oath spells at the Paladin levels listed:

Aura of the Mage Slayer

Starting at 7th level, all creatures within 10 ft. of you have advantage on saving throws against spells and other spell like effects, and creatures within this same range have advantage on their next attack against the creature that triggered this effect.

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

Order Bringer

At 15th level, whenever you deal damage with your divine smite, twice per short rest you can make one of your smites deal thunder damage instead. You gain temporary hit points equal to the thunder damage dealt by these smites, and a bonus to your movement speed equal to half of the dealt damage x 5 until the end of your next turn. A struck creature instantly loses its concentration on a spell.

Arcane Tank

Starting at 20th level, you gain the ability to challenge any spellcaster and win. You gain the following benefits:

  • You have advantage on saving throws against spells and spell like effects.
  • Twice per long rest you can cast the spell Antimagic Field upon yourself, requiring no material components.
  • You have immunity to force damage. 
  • You can cast shield three times per short rest requiring no material components.

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