Base Class: Paladin
Every time something bad happens to the world, it seems that a magic user is behind it. Magic twists and distorts the Weave, the fabric of our reality. Even under the best of intentions this weave manipulation can go awry and have catastrophic consequences. There must be balance in magic.
Oath Spells
Unlike other oaths you are not granted spells by a god, through intense research you were able to learn and adapt the spells of the mages you hunt. When you pick new spells for this class at each new spell level you may add two spells from the wizard spell list.
Channel Divinity
You gain the following Channel Divinity options. See Sacred Oath class feature for how channel divinity works.
Spellbreaker's Counter. When you or an ally within 5 feet are the target of a spell you may attempt to deflect the spell back at it's caster or absorb it all together. Roll a Charisma saving throw with a DC of 8 + the spells level, on a success the spell is countered and you may deflect or absorb it. If you choose to deflect the spell treat it as if you are casting it and choose a new target within range. If you choose to absorb the spell you gain total spell slots equal to the spell level divided as you choose, e.g a 5th level spell slot could be absorbed fully or split into a 3rd and two 1st.
Bane of Magic. For one minute weapon attacks made by you cast dispel magic on the target's you hit at a level equal to your proficiency bonus. You may only use this option if you are over 5th level.
Aura of Negation
You and allies within 10 feet of you are resistant to damage from magic.
at 18th level, the range of this aura extends to 30 feet.
Martial Prowess
In order to not rely on magic you work to improve your physical abilities. Due to this your combat abilities are much greater than others in your field. Whenever you take the attack action you may attack 3 times instead of 2 and you may take 2 reactions a turn.
Magekiller
You have pushed your body to the limits of what is mortally possible, as a bonus action you may enter a form powered by adrenaline and pure anti magic energy. For 1 minute you gain the following features.
- There is a 15 foot sphere of dead magic surrounding you. Within this zone any magical item loses its magical properties and spells cease to exist
- You gain the effects of the haste spell
- You gain temporary hit points equal to five times your charisma modifier
You may use this feature as many times as you like, but each time it ends you gain 1d4 points of exhaustion.
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