Base Class: Paladin
Magic is a gift given to mortals by the gods to protect and better us. The gift is obtainable by all however it can be catastrophically dangerous in the wrong hands. The gods in there infinite wisdom choose not to control the use of their gift, so the responsibility falls to us. Those who take up the oath of anti-magic make it there mission to insure the gift is not misused. By containing, controlling, or even destroying objects of great power and bringing rouge mages to heel.
Tenants of anti-magic:
Arcane Beauty: Despite the name, we love the gift we were given. Preach at teach the wonders and usefulness of magic. Lead through example, showing the world the beauty of the magical arts when used for good.
Arcane danger: It is also your duty to warn the public of the dangers of the arcane. Guide budding mages of all sorts in the proper and safe usage of the gift. Neither magic nor man is inherently evil, if possible correction should always come before culling.
Arcane denial: our precious gift is given freely, and just like any other gift it can be taken away. Those who freely harm others, those who would pervert and twist what was given to them in the pursuit of yet more terrible power. They do not deserve the gift, and if they will not submit to the rites of removal, their life may be taken instead
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Anti-Magic Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Anti-Magic Spells
| Paladin Level | Spells |
|---|---|
| 3rd | identify, detect magic |
| 5th | silence, mind spike |
| 9th | counterspell, dispel magic |
| 13th | sickening radiance, banishment |
| 17th | synaptic static, far step |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Disrupt Arcanum. You can use your Channel Divinity to muddle the magics around a target. As an action, you may target a creature within 30 ft. of you that is concentrating on a spell and force them to make a contested charisma check against you. if they win the effects of the spell are suspended until the start of your next turn, if you win, their concentration on the spell ends.
Siphoning Smite. You can use your Channel Divinity to absorb the magic of someone you wound. Immediately after dealing damage to a creature with your Divine Smite ability, you can use your reaction to cause that creature to lose a number of spell slots equal to half of the smite damage dealt to them (rounded up). you then regain a number of spell slots equal to half of what was taken from the creature (rounded up). If a creature loses more spell slots than they have available, they take necrotic damage equal to the difference.
Dampening Aura
Beginning at 7th level, magic itself sees you as a friend, thus it tries to soften blows to you and your allies. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Split Seconds
Starting at 15th level, your reflexes have been enhanced by the magic that suffuses your person. You gain an additional reaction per combat round.
Domain of Denial
At 20th level, you are able to maintain total control over the magics around you. As a bonus action, your aura gains the properties of the anti magic field spell for one minute. Yourself aswell as any number of creatures and objects you designate upon activation of this ability, are unaffected by the field. Allowing allies to cast spells into and out of its radius, while enemies cannot. Once you use this feature you must complete a long rest before you can use it again.
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