Paladin
Base Class: Paladin

The Oath of Equilibrium acts as a promise to uphold the balance of magic across the planes. When a necromancer begins to amass legions of undead, when a druid corrupts the forces of nature to her whim, or when a warlock beguiles the minds of the innocent, a paladin who swears an Oath of Equilibrium will set forth to restore the balance.

Tenets of Equilibrium

The tenets of the Oath of Equilibrium center around maintaining harmony and equality among the spellcasting forces of the realm. Paladins who follow these tenets are not innately biased towards the arcane, but they will not hesitate to quell the efforts of particularly potent magic users.

Keep the Balance. Magic is a gift among mortals, and I must prevent any one individual from abusing its power.

Teach Responsibility. The use of magic can be a wonderful tool in our world. I must help others learn to harness it safely.

Avoid Extremes. While overuse of magic can lead to disaster, I must also prevent the destruction of magic.

Harness Your Own Magic. It is only through a firm understand of my own arcane abilities that I can fully express to other the benefits and dangers it presents to our world.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Equilibrium Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Equilibrium Spells

Channel Divinity

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

Extract Arcana. When you hit a creature with a weapon attack, you can expend your Channel Divinity as a bonus action to drain some of that creatures arcane energy. Roll a d6, then that creature loses a spell slot equal to the level rolled, or the next highest remaining spell slot if no slot of that level is available.

Supernatural Distraction. As a bonus action, you can distract a creature concentrating on a spell using your Channel Divinity. The targeted creature makes a Constitution saving throw to maintain concentration against your spell save DC. On a failed save, the spell ends and the creature can't cast spells until after its next turn.

Cursebreaker's Aura

 Beginning at 7th level, you have learned to protect yourself and others from hexes often used by spellcasters. You and friendly creatures within 10 feet of you have advantage on saving throws against curses from spells and other magical abilities. At 18th level, the range of this aura increases to 30 feet.

Spell Resistance

Starting at 15th level, you have resistance against the damage of spells.

Arcane Enforcer

At 20th level, you can assume the form of an archon of equilibrium. Using your action, you undergo a transformation. For 1 hour, you are considered to be under the effects of antimagic field, with the following changes:

  • The spell requires no concentration, but instead lasts for its full duration.
  • The spell does not suppress the abilities or effects of any magic items to which you are attuned.
  • The spell does not negate the effect of spell slots spent using your Divine Smite ability. Once you use this feature, you can't use it again until you finish a long rest.

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