Paladin
Base Class: Paladin

Those who follow the Oath of Purification believe magic to be the power of the gods.  They view magical energy being in the hands of mortals as being unholy and unnatural.  An affront to the gods.  They are inquisitors, hunting down and seeking out all those who use magic for evil, fighting off mad wizards, oppressive arch mages, and vile liches.  And, they fight fire with fire; the followers of the Oath of Purification are experts in arcana and powerful casters in their own right.  They will often wear loose fitting robes over their armor, and will carry scrolls and books and other paraphernalia associated with the most learned wizards.

The followers of the Oath of Purification keep a journal with them, disguised as a wizard's spellbook.  Within can be intricate incantations and encoded messages, but unlike a Wizard's spellbook, these pages hold no actual magical secrets.  The encoding of information is a practice exercise used by the Paladin to help them better get into the mindset of the wizard.  The tenets of the Oath of Purification are inscribed on the inside cover of these books.

Respect Magic. Magic is the power of the gods, an energy far beyond what mere mortals should be allowed to wield.  Magic in mortal hands is dangerous, and potentially unstable.  Use extreme caution when dealing with the arcane.

Protect Magic. What magical power the paladin collects or gathers must be kept out of the wrong hands, at any cost.  The Paladin following the Oath of Purification is a hoarder of magical artifacts and spells.

Reject Magic. Magic, being the power of the gods, must one day be returned to them.  When the paladin feels they have done their part for the eternal struggle and have eliminated a sufficient enough chunk of magic from the world, or are otherwise unable to continue in their fight to end all magic in the world, then they will take their own lives, and in so doing, remove their own magical secrets from the world.

Channel Divinity

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

Silencing Presence. You generate a burst of disruptive energy.  All creatures of your choice that you can see within 30 feet of you must make a wisdom saving throw.  On a failed save, for the next minute they are unable to speak or cast spells that contain a vocal component, as if under the effects of a silence spell (no concentration needed).  Creatures silenced in this way may attempt their saving throws again at the end of each of their turns.  The effect ends on a successful save.  If a creature succeeds on any of its saving throws, either the initial save, or a saving throw on a subsequent turn, then that creature cannot be silenced in this way again for the next 24 hours.

Sure Spell. When you cast a damage dealing spell that requires a saving throw, if damage would be halved or avoided all together by a successful save, you can use your channel divinity to force the affected creature or creatures to take the full damage instead.  Non-damaging spell effects, such as poison, are not effected by this ability.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Disruption

Starting at 7th level, you exude a magical energy that extends out 10 feet in any direction, but not through total cover.  Any spell attack roll made by a creature other than you within the aura is made with disadvantage, and all creatures within the aura have advantage on spell saving throws for any spell cast by a creature other than you.

Additionally, any spell attack roll made by a creature outside of the aura, but targeting a space, object, or creature inside the aura, is also made with disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Magic Sight

Beginning at 15th level, you are always under the effects of a Detect Magic spell.

Arcane Recuperation

Starting at 20th level, all of your spell slots are restored after a short rest, rather than a long rest.  This does not apply to any other features of abilities that would still require a long rest to recover.

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