Base Class: Paladin
Tenets of the Coven:
The tenets of the Coven vary by which coven a paladin is entrusted to protect, but all tenets revolve around punishing those who use magic for evil. Those who swear this oath are willing to do whatever it takes to stop those using magic to make others suffer.
- Punish the Wicked, Help the Good: I am the sword that punishes those who use magic for evil. I am the shield that protects those who use magic for good.
- Seek out the Wicked: Nothing in this world will deter me from seeking and finding those who have committed magical atrocities.
- Neutralize or Exterminate: I will not let those who have committed magical atrocities go free without paying for their crimes.
- Magic is neutral: Magic, like nature, is a neutral force that can be used for great good or great evil. I will never make the mistake of seeing magic or those who practice it as inherently wicked.
Witchmark:
Witchmarks for Oath of the Coven paladins tend to take the form of family crests, since many of these paladins come from ancestral family lines. Other paladins have witchmarks in the shape of scars caused by damage-dealing spells, while others have the text of their own oaths as witchmarks snaking around their arms.
Level 3: Oath of the Coven Spells
You always have these Oath of the Coven spells prepared.
| Paladin Level | Spells |
|---|---|
| 3rd | Detect Magic, Hunter's Mark |
| 5th | Silence, Hold Person |
| 9th | Dispel Magic, Counterspell |
| 13th | Locate Creature, Resilient Sphere |
| 17th | Hallow, Greater Restoration |
Level 3: Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Divine Dispel. You force any creatures you can see that are using magic to put a creature under a magical effect, including but not exclusively charmed, frightened, or restrained, to make a Charisma saving throw. On a failure, the magical effect ends.
Spell Lock. When a creature uses a spell, you can use your reaction to impede that creature from using that same spell again. As a reaction, choose a creature that has cast a spell. That creature must make a Charisma saving throw. On a failure, that creature is unable to cast the spell that triggered this reaction. They can repeat their saving throw at the end of their turns.
Level 7: Aura of Antimagic
Your very presence disrupts the flow of magic in your vicinity. Hostile creatures within 10 feet of you have disadvantage on their concentration saving throws, and you and friendly creatures within 10 feet of you have advantage on Charisma saving throws.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Ward of the Antimage
Starting at 15th level, you become even more resistant to any spell cast upon you. If a spell forces you to make a Wisdom or Intelligence saving throw, you can roll a Charisma saving throw instead of the saving throw the spell calls for.
Additionally, you can see through magical darkness and can’t be slowed by magical difficult terrain.
Level 20: Witch Knight
At 20th level, you can summon the spirits of those who have suffered at the hands of evil mages to embolden you in your crusade against those who abuse their powers.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You have resistance against damage from all spells.
- Your paladin spells cost 1 spell slot lower than the spell slot used to cast them, to a minimum of 1.
- You and friendly creatures within 30 feet of you can’t be blinded, charmed, deafened, frightened, paralyzed, or petrified by magical means.
Once you use this feature, you can’t use it again until you finish a long rest.
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