Base Class: Paladin
The oath of Binding was an ancient oath that was long forgotten by paladins and the knowledge on them was also lost. Only a few paladins know knowledge about this oath as the oath was usually passed down from father to son but this only was carried on by a mere few. Their main purpose was to counter spellcasters and to stop their spells to be fully effective.
Expanded Spell List
The Oath of Binding lets you choose from an expanded list of spells when you learn a paladin spell. The following spells are added to the paladin spell list for you.
1st Level: Counterspell, Dispel Magic
2nd Level: Zone of Truth, Silence
3rd Level: Magic Circle, Nondetection
4th Level: Banishment, Dimension Door
5th Level: Antimagic Field, Teleportation Circle
Channel Divinity
At the 3rd level, when you take this oath, you gain the following Channel Divinity options:
Spell Lock. As a reaction, when a spell is being cast within 60 feet of you, you can channel your magic to interfere with the spell. The targeted spellcaster's magic is disrupted for 1 minute. During this time, their spells are ineffective, but they can still use other abilities. At the end of each of the affected spellcaster's turns, they can make a Wisdom saving throw against your spell save DC (8 + your proficiency bonus + your Charisma modifier) to end the effect early. If they succeed, the effect ends for them.
Aura of Protection
Starting at the 7th level, you surround nearby allies in a 10ft radius with arcane energy. While you’re not incapacitated or unconscious, you and creatures of your choice within 10 feet of you are given +1 on all saving throws.
When you reach the 11th level in this class, it changes to a +2 bonus for all saving throws. At the 18th level range increases to 30ft.
Circle of Limitations
At the 15th level, you gain the ability to create the Circle of Limitations. As an action, you can concentrate all magic into a small volume in front of you and then release it, causing an imbalance of magic. Any enemy spellcaster in a 20-foot radius who starts their turn, leaves, or enters this area must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or have their highest-level spell slot absorbed by you. This grants you temporary hit points equal to the spell slot level + your Charisma modifier. If the absorbed spell slot is 5th level or higher, you can convert it into a 5th-level or lower spell slot for yourself or an ally.
Additionally, you and your allies gain advantage on saving throws against spells being cast at them while this effect is active. Maintaining the Circle of Limitations requires your concentration, and if it's broken, you lose the temporary hit points.
Spell Blocker
At the 20th level, you have mastered the art of controlling arcane magic. As an action, you gain the following benefits for the next two minutes:
- Advantage on all saving throws against spells and magical effects.
- You can cast Counterspell without expending a spell slot.
- You add a bonus 1d8 to all spell damage.
- Your melee weapon attacks deal an extra 3d8 psychic damage.
- You can use a bonus action to Dash or Disengage.
Comments