Paladin
Base Class: Paladin

The Oath of the Witch-Hunter is as old as the race of elves and the rituals of the druids. Paladins of this oath come in all shapes and sizes. They can be members of a religious organization, members of the royal guard, or even just be simple townspeople. Whoever they are they are united in their quest to rid the world of the evil and wickedness that is inherit to arcane magic, in their eyes at least. They adorn their armor and clothing with images of burning things—leaves, pyres, or the sun itself—to reflect their commitment to burning and destroying those to whom they are opposed.

TENETS OF THE WITCH-HUNTER

The tenets of the Oath of the Witch-hunter have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Gather the Pyre. Arcane Magic is an affront to the natural order of life and death. Inspire those around you to strengthen themselves through natural means and stand with you against those who would take the easy way out.

Stack the Pyre. Magic is something of the gods, and not for mortal hands without oversight. Punish those who would abuse it, without divine guidance, how they will inevitably ruin this world.

Preserve Your Own Pyre. Be a bastion of physical might that no caster, witch, or summoner could hope to match or best. Show those of the world that true strength is given by the Gods.

Light the Pier.  Spark the divine fire within others and rally true believers to stand alongside you in your endeavors. Bring the divine to the forefront and cast shadows upon arcane charlatans.

Channel Divinity

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

Inspiring Presence. As an action, choose a number of creatures, up to your charisma modifier (minimum of one), that you can see within 30 feet of yourself to gain resistance to all damage from spells for the next minute. If a spell has a saving throw, you and the chosen creatures take half damage on a failed saving throw and no damage on a successful save.

Purifying Smite. Immediately after using Divine Smite, you may use your bonus action to target a number of creatures, up to your proficiency bonus, within 30 feet of yourself to end one spell effect on each creature. You may only end spells that are equal or lower level than the spell slot spent on your Divine Smite.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

absorb arcana, shield

5th

darkness, silence

9th

counterspell, sleet storm

13th

black tentacles, dimension door

17th

insect plague, animate objects

Aura of Spell Aversion

Beginning at 7th level, Your resolve is so strong that it emanates from you. Enemy creatures within your aura have disadvantage on spell attacks and/or concentration saves.

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

Witch's Bane

Starting at 15th level, you gain the ability to thwart someone' magic. When you see a creature attempting to cast a spell or teleport, you may use your reaction to move 30ft towards the creature. If you get within melee range, you may attempt to interrupt the creature, forcing them to make a Strength Saving Throw against your Spell Save DC. On a fail, the spell fails and the creature falls prone. 

Magic Drain

At 20th level, you become the bastion of antimagic.

You can use your action to gain the following benefits for one minute:
- Spells that target you or include you in its area of effect you can choose to ignore the effects, negating the spell.
- You are immune to all conditions caused by spells or magical effects.
- When you hit a creature with an attack roll and deal damage to it, you can force them to make a Charisma saving throw against your spell save DC. On a failed save, the creature is unable to cast spells until the end of your next turn.
Once you use this feature you cannot use it again until you finish a long rest

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