Base Class: Paladin
When magic began to permeate its presence throughout the world, the balance of power began to shift with the existence of magic being used irresponsibly. Eventually, and even still to this day in several ways, magic is unsanctioned and uncontrolled with many not afraid to abuse its potential. Countless innocent lives would be the result in the exploration of the limits of magic.
However, things would change when antimagic would be discovered, the result of magicless pockets in the world that are void of energy from utilizing magic. And thus when people learned to harness this antimagic, they sought to return and maintain the balance of the world before magic had brought its immense instability. Antimagic warriors would arise, swearing to take down violent mages, powerful liches, and magical anomalies that need to be dealt with, using antimagic to take them down and even the odds.
Often worshiping gods of balance, peace, or stability, warriors who follow down the path of ensuring magic is being kept in check find themselves drawn to uptaking this general oath and become the masters of anti-mage combat.
Tenants of Absence
The tenets of the Oath of Absence will make a paladin have to make decisions that are ultimately the most responsible and beneficial to the many while also requiring immense self control of the temptations of using powerful magic. Paladins who take this oath do not stave off magic, but simply make sure it is in the right hands.
- Power Isn't Everything. Power isn't worth compromising yourself for.
- Magic Requires Responsibility. Magic should never be used recklessly nor needlessly.
- Your Magic Doesn't Define You. Magic you possess is not where your power comes from.
- Balance Is Key. Everything you do should be in the name of ensuring the stability of the world.
Level 3: Oath of Absence Spells
3rd-level Oath of Absence feature
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Absence Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Bless, Detect Magic |
| 5 | Hold Person, Silence |
| 9 | Counterspell, Dispel Magic |
| 13 | Freedom of Movement, Otiluke's Resilient Sphere |
| 17 | Greater Restoration, Wall of Force |
Level 3: Arcane Shutdown
3rd-level Oath of Absence feature
As an action, you can use your Channel Divinity to emit an antimagic pulse in a 20 foot Emanation. Potions and scrolls of you choice in the area are destroyed. All other magic items of your choice in the area have their magical properties suppressed for 1 minute. Artifacts are unaffected by this property, as are magic items on your person. Any ongoing spell ends if the creature, object, or area affected by it is even partly in the pulse’s area.
Level 7: Aura of Null
7th-level Oath of Absence feature
You and any creatures of your choice within 10 feet of you have Advantage on saving throws against spells and other magical effects. In addition, while in your aura, if a creature rolls a 20 on the d20 for a saving throw against a spell or magic effect, it has no effect on the creature until the end of its next turn.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Mana Absorption
15th-level Oath of Absence feature
You can use your Reaction to absorb a level 8 or lower spell cast by a creature you can see and would effect you. You can absorb a number of leveled spells equal to half your Paladin level (round up). If you are targeted by a spell whose level is higher than the number of spell levels you have left to absorb, you can't cancel it. The amount of spells you can absorb resets when you finish a Long Rest.
As a Bonus action, you convert the number of spell levels you absorbed to recover spell slots you expended. For example, you have absorbed a combined total of 8 levels worth of spells. You can recover two 4th-level spell slots or a 5th-level spell slot and a 3rd-level spell slot, etc.
Level 20: Evoker of Absence
20th-level Oath of Absence Feature
You exude antimagic around you that safeguards your well being. As an action, you can coat yourself in antimagic, which gives you the following benefits for 1 hour. Once you use this feature, you can’t use it again until you finish a Long rest.
Magic Immunity. You can't be affected or detected by spells of 5th level or lower unless you wish to be.
Shatter Focus. Whenever you hit a creature with an attack roll and deal damage, its Concentration is immediately broken.
Antimagic Field. As a Bonus Action, you can cast the Antimagic Field spell with this feature without expending a spell slot. When casted this way, you and objects you are holding and carrying remain unaffected to the spell's effects.
Previous Versions
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6/13/2025 6:19:25 AM
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