Base Class: Paladin
Magic is a scourge. Magic has been little-to-no help for the people of your realm. And even if it has, it is far outweighed by the number of terrible things that have happened to people you know, those close to you. Families torn apart. Countless deaths. And yet no one even tries to make a change. Except you. But you need help. From one beyond the restraints of this plane and even the next. That's when you hear it. Whispers from down below. You hear and feel its power appearing inside you. Your oath is made to the Void God. Because it knows you are the one that can make everyone safe from the danger of magic.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Mass Counterspell: You point at someone casting a spell and deny them from doing so, with an additional flow on effect affecting everyone around you. As a reaction to someone casting a spell that you can see within 60ft, if the spell is 5th level or lower the spell automatically fails and has no effect. If the spell is 6th level or higher, make a CHA check. The DC equals 15 + your Proficiency bonus. On a success, the creature’s spell fails and has no effect. After this resolves, all creatures within a 60ft radius must make an ability save using their spellcasting ability whenever they attempt to cast a spell. The DC is your Spell Save DC. On a failure the creature’s spell fails and has no effect. This lasts until the end of your next turn.
Turn the Gifted: Your accursed energy whips out of your raised hand in tendrils, hungry for mana. Every creature within your line of sight must make a CHA save or be forced to - if they can - target their allies with damaging spells and enemies with beneficial spells at random. At the end of every of the creature’s turns past the first, they may repeat the save, otherwise the effect will persist until they succeed.
Additionally, Divine Smite and Improved Divine Smite instead deal Force damage and Divine Smite does an additional 1d8 Force to concentrating targets and instantly breaks their concentration.
Oath Spells
Oath Spells
You gain oath spells at the paladin levels listed
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Oath of the Mana Eater |
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Paladin Level |
Spells |
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3rd |
Sanctuary, Mage Armour |
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5th |
Warding Bond, Pass without Trace |
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9th |
Beacon of Hope, Intellect Fortress |
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13th |
Aura of Purity, Freedom of Movement |
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17th |
Banishing Smite, Dispel Evil and Good |
Cultists of the Devourer
At 7th level, you may turn competent beings to your will and cause against the plague of magic. You may use 5 points of your Lay on Hands to grant a minute of time to a creature as a bonus action - creatures under this effect may cast Absorb Elements if they cannot already. After using this version of Absorb Elements their next non-magical attack inflicts a minor curse based on the damage type absorbed. If a curse applied by this ability would force a target to make a saving throw the save DC is; 8 + the proficiency bonus + Charisma modifier of the relevant Paladin.
Acid: The targets AC is reduced by your proficiency bonus is until the end of their next turn
Cold: The target loses 10 ft of movement until the end of their next turn. Increases by 5 at 10th, 15th, 17th and 20th.
Fire: The target takes half the damage dealt of the triggering strike until they succeed on a Constitution saving throw they may take at the end of each of their turns.
Lightning: The target must make a DEX save immediately and at the end of each of their turns or have disadvantage against any other saving throws they make until they succeed on the save.
Thunder: The target must succeed on a STR save or become blinded, deafened and prone until the end of their next turn.
Additionally, people under the effect of Cultists of the Devourer have advantage to spell saves, hit spells have disadvantage on hit die, and magical weapons lose their magical properties when attacking creatures under this effect.
Willing creatures targeted with this effect receive double the amount of time granted to them. Unwilling creatures must roll higher than your Spell Save DC or are forced to follow your command. Beasts or monsters with less than 4 Int or Wis may be converted permanently or until you choose to dispel the effect.
Dimensional Whiplash
At 15th level, any creatures affected by your devouring energy receive a burst of higher comprehension, tearing at not only their body, but their mind and soul as well. When you use this feature as an action, any number of creatures under the effect of Mass Counterspell, Turn the Gifted, hostile characters controlled Cultists of the Devourer, Heretical Ground, or creatures adjacent to friendly characters affected by Cultists of the Devourer must make a CHA save against your spellcasting DC or take your Divine Smite damage, consuming a spell slot of your choice, increasing when using higher level Spell Slots.
Voices of the Void
At 20th level, the incessant whispering that you hear when you use your power finally begins to make sense. They are messages from the beast in the depths of the void you call a god. Listen to them. When you use this feature, the essence of a god flows into you, bolstering your defences against magic and offence against magical creatures. Twice per long rest, when you activate this feature as an action, for 10 minutes all your attacks deal a bonus 1d4 force damage and an extra 1d4 against concentrating targets, and you gain Resistance to 4 non-physical damage types of your choice. You may use your bonus action when you attack a magical creature/spellcaster (either another player or similar entity under the classification of Wizard, Sorcerer, Druid, Cleric etc. as well as half-casters or subclass types that may grant spells to a previously nonmagical class - or NPC characters with any ability to cast magic of any kind) to ignore any magical defences they may have before dealing damage. Additionally, while benefiting from the effects of Voices of the Void, you may use your second charge (if available) to cause all creatures under the effects of Cultists of the Devourer to gain, for 10 minutes:
- 2 flat force bonus damage on all of their melee attacks, inflicting an additional 2 against concentrating targets
- Resistance to 2 non-physical damage types of their choice
- The option to use their bonus action when they attack to ignore any defensive spells that may inhibit your attack against a magical creature/”Spellcaster”
Timers dictating the duration of Cultists of the Devourer are frozen for the duration of this effect.
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Posted May 9, 2024Feedback appreciated!
Check out my other Mana Eaters: Mana Eater(Fighter), Oath of the Mana Eater(Paladin) and Way of the Mana Eater(Monk)