Paladin
Base Class: Paladin

Tenets of the Witch Hunter

 The rules of the Witch Hunters are strict and clear, a paladin who breaks these tenets will shortly see themselves kicked from the organization.

 Ever Vigilant. Evildoers are everywhere and will never rest, you must be ever alert for deception and villainy.

 Know Your Enemy. The arcane arts are complex and varied, only through study and research can you hope to stand against them.

 Protect the Natural. Do not let the destructive nature of magic tear apart the natural world or its denizens, be their shield.

Never Falter. Temptation and trickery are around every corner, stick to your code no matter what. 

Channel Divinity

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

Arcane Smite. As an action, you can use your Channel Divinity to call forth magical powers upon your weapon. for the next minute the extra damage you deal to fiends and undead with your divine smite now applies to enemy creatures that can cast spells or use magical abilities.

​Draw the Fire. As an action, you can use your Channel Divinity to force an enemy to focus on you.  A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw, on a failed save it cannot target creatures other than you with spells or attack rolls.  The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This effect lasts a minute or until they make their save to end the effect early

 

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Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Warding

Beginning at 7th level, your time spent dealing with magic has caused a permanent ward to form around you.  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.

 

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Spell Absorbtion

Beginning at 15th level, you have mastered the manipulation of arcane energy and can now absorb pure magic.  Whenever you end a spell with Counterspell or Dispel Magic, you gain a number of temporary hit points equal to the level of the spell + your paladin level.

(Temporary Hit Points do not stack of you use this ability again it replaces any Thp you may hav head before)

Witch Bane

At 20th level, you have become the ultimate shield against magic.  As an action, you summon forth great radiant power into your body, causing your eyes to glow brightly and radiant mist to emanate from you, this transformation lasts for 1 minute Or until you are unconscious while transformed in this way, you gain the following benefits:

You may cast Counterspell as a 3rd level spell without expending any spell slots or material components.

You automatically succeed on saving throws against spells or magical effects.

Hostile creatures within 30 feet of you cannot teleport or turn invisible.

 

After you use this feature you cannot do so against until you take a long rest

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