Base Class: Paladin
The Oath of the Theurgist is a pledge made against the chaos and destruction that irresponsible use of magic can easily wrought on the world and its residents. The paladins that swear this oath dedicate themselves to root out threats to the populace, whether wielded deliberately that would unleash devastation and harm in pursuit of selfish goals, or in response to those that use magic without understanding its destructive potential. Acting to petition those of arcane power to act with responsibility, the Oath of Theurgy exists to keep magic users of all varieties, intentions and competencies in check.
Hunter of the Wicked. The threats you face are cunning, powerful, and subversive. You must be wary and seek them out wherever they are hiding in the world.
Vigilant Defender. Magic is a force of great potential for good and evil alike. Stand defiant against those who would misuse it and turn it against the defenceless.
Counsel Comprehension. Stand watchful against magic not understood, for ignorance and recklessness is what leads to tragedy. Your blade must be forever sharp and your mind keen to survive.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Theurgist Spells
| PALADIN LEVEL | SPELLS |
|---|---|
| 3rd | absorb elements, detect magic |
| 5th | see invisibility, silence |
| 9th | counterspell, dispel magic |
| 13th | dimension door, otiluke's resilient sphere |
| 17th | scrying, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options.
Abhor the Witch. You can use your Channel Divinity to guard to your allies against threats intended to harry them mentally. As an action, you can choose a number of creatures up to your Charisma modifier (minimum of one creature) that you can see within 30 feet of you. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Shelter the Helpless. As a reaction, when a creature within 30 feet, that you can see, is hit with a melee attack, you grant them a bonus to their armour class equal to your Charisma modifier (minimum of 1) until the start of your next turn.
Aura of Thwarting
Your unerring presence disrupts the normal manipulation of the arcane, making it harder for your foes to wield magic against you and your companions. Starting at 7th level, when a creature not considered an ally attempts to cast a spell within 10 feet of you, it must succeed on an ability check using its spellcasting ability against your spellcasting DC. On a failure, the creature's fails, and has no effect.
At 18th level, the range of this aura increases to 30 feet.
Punish the Pertinacious
At 15th level, any non-allied creature that succeeds on the ability check imposed by your Aura of Thwarting takes psychic damage equal to twice your Charisma modifier (minimum of 2).
Antithesis of the Arcane
At 20th level, your presence radiates with such vigour and resolve that magic itself struggles to find purchase. As a bonus action, you gain the following benefits for 1 minute:
- Your very being rebukes all but the most arcane attacks and effects. You can't be affected or detected by spells of 4th level or lower unless you wish to be.
- Creatures of your choice within your aura gain advantage on saving throws against spells and other magical effects.
- The damage dealt by Punish the Pertinacious increases to four times your Charisma modifier (minimum of 4).
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