Base Class: Paladin
The Oath of the Spelldrinker is devoted to ridding the world of renegade mages, such as liches or the occult, in order to protect the helpless from the forces of evil magic. The paladins who swear this oath believe in maintaining the balance of power between the ordinary and the extraordinary, including themselves. These paladins are resourceful and quick to remember their own mortality and privilege, often choosing to pursue mundane solutions before magical ones. Despite their caution, these wardens of balance are exemplary arcanists who can feel the weave of magic in the world as keenly as some of the finest sorcerers
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Absorb Magic. You can use a reaction when you see a creature within range casting a spell to present your holy symbol and interrupt it. The spell fails and has no effect if it is of a level no higher than 1 + your paladin level divided by 3 (rounded up), to a maximum of 6th-level spells.
When it does, you gain a number of temporary hit points equal to your Charisma modifier, plus 5 times the spell’s level.
Expeditious Command. As a bonus action, choose a number of creatures within 30 feet of you up to your Charisma modifier (minimum one creature). Until the start of your next turn, the chosen creatures can use a bonus action to take either Dash or Disengage action.
As part of using your Channel Divinity in this way, you can also take either the Dash or Disengage action.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Disruption
Beginning at 7th level, the arcane energy that hangs around you is volatile to enemy spellcasters. Whenever a hostile creature ends its turn within 10 feet of you while concentrating on a spell, it must succeed on a Constitution saving throw against your paladin spell save DC or lose concentration on the spell. In addition, you and friendly creatures within 10 feet of you can’t be perceived through magical scrying sensors. At 18th level, the range of this aura increases to 30 feet.
Armored Focus
Starting at 15th level, while you are concentrating on a paladin spell, your concentration can’t be broken as a result of taking damage.
Arcane Conduit
At 20th level, as an action, you can emanate a field of crackling magic in a 30-foot radius. For 1 minute, you gain the following benefits:
-You have resistance to damage from spells and have advantage on saving throws against spells.
-Whenever a creature hits you with a melee attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) as magical energy lashes out at them.
-When you expend a spell slot of 1st level or higher, friendly creatures in the field regain a number of hit points equal to your Charisma modifier (minimum of 1), while hostile ones take force damage equal to the same amount instead.
Once you use this feature, you can’t use it again until you finish a long rest.
Bonus Proficiency
Starting at 3rd level, you gain proficiency in the Arcana skill.
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