Paladin
Base Class: Paladin

Some of the worst atrocities in history have occurred as a direct result of magic. Paladins that take on the Oath of Severance look to be the force that holds magic in check. These paladins do not necessarily hold a hatred for wizards, sorcerers, or their kin. Instead, Severance paladins hold magic, and those who use it, in a cynical light and see themselves as a means to police these arcane gifts.

The tenets of the Oath of Severance are as follows:

  • Restraint: Do not recklessly sever magic from the world. Remove magic only where it is being abused. To do otherwise only fans the flames of fear and mistrust.
  • Responsibility: Your magical talents are only a means to an end. Magic is a tool, not a toy. 
  • Vigilance: Magic is dangerous, but so is the mundane. Do not lose sight of everyday threats. Hold others responsible for their words and actions.

Oath of Severance Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Severance Spells table, you thereafter always have the listed spells prepared.

Oath of Severance Spells
Paladin Level Spells
3 Absorb Elements, Detect Magic
5 Silence, See Invisibility
9 Counterspell, Dispel Magic
13 Freedom of Movement, Gate Seal
17 Synaptic Static, Yolande's Regal Presence

Arcane Tracker

Also at 3rd level, you have honed your skills to track down and slay those with the gift for magic. You now have advantage on any skill check involving, pertaining to, or in relation to magic. For example, a history check to recall information about a magical cult, or an insight check to notice if someone is hiding their magical talents from you.

Channel Divinity

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

Nullify. Your divine magic can rip apart the tethers that anchor an incantation to The Weave. As an action, choose one creature, object, or magical effect within 120 feet of you. Any spell of a level equal to 3 plus your Proficiency bonus or lower on the target ends. If the spell/magical effect on the target is at least a level higher than 3 plus your Proficiency bonus, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Quash. Your divine powers allow you to unravel a spell as it begins to manifest into the world. As a reaction to a spell being cast, you can attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of a level equal to 3 plus your Proficiency bonus or lower, its spell fails and has no effect. If it is casting a spell at least a level higher than 3 plus your Proficiency bonus, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Breaking Aura

Starting at 7th level, you emit a 10 foot aura of confounding divine energy that breaks down the fabric of magic within it. Allied creatures within the area of your aura have advantage on saving throws against spells and other hostile magical effects.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Sever

By 15th level, your talents at ending magic in the world grow day by day. Like a blight withers crops, your essence wilts magic to the stalk. As an action, you may deal 2d10 psychic damage to a creature you can see within 120 feet of you.

If that creature is concentrating on a spell and/or maintaining a magical effect, you violently cut off their connection to their magic, dealing an additional 1d10 psychic damage for every level of the spell or magical effect they are maintaining.

When you damage the creature this way, it has disadvantage on the saving throw it makes to maintain its concentration. If its concentration is broken, it cannot cast spells until the start of your next turn. You may use this feature a number of times equal to your Proficiency bonus per long rest.

Witch Hunter

At 20th level, you have become one of the infamous Witch Hunters. A status given only to the greatest and most powerful of your kind. To those who use magic, you are the boogieman.

As a bonus action, you can enter an ascended state of anti-magic for 1 minute. While you are in this state, you can cast counterspell at 5th level without consuming a spell slot and without components.

You can also cast dispel magic at 5th level without consuming a spell slot and without components and you may cast it as a bonus action. Also while in this state, you have resistance against all damage that would be caused by spells or other magical effects. You can enter this state once per long rest.

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