Paladin
Base Class: Paladin

Nobody understands the incredible power and danger of witchcraft better than witches themselves. Within each coven, there are spellcasters, healers, and warriors—but the Oath of the Coven Paladin is the sword and shield that holds the circle together.

These paladins exist to protect witches—often from one another. They are guardians against corruption and those who use magic for cruelty. They pursue rogue witches, nullify destructive spells, and ensure that balance between covens remains unbroken.

Many witches are grateful for their vigilance, while others resent their restrictions. Regardless, every coven knows that a steady hand wielding a blessed blade (or claw) can be the difference between harmony and devastation.

Witchmark:
Witchmarks for Oath of the Coven paladins often take the form of ancestral crests, glowing scars from spellfire, or oaths inscribed into their flesh. Each is a physical promise to the coven they serve.

Tenets of the Coven
Punish the Wicked, Help the Good: I am the sword against those who use magic for harm, and the shield for those who use it for good.
Seek Out the Wicked: No power will deter me from finding those who abuse their arcane gifts.
Neutralize or Exterminate: Those who commit magical atrocities must face judgment.
Magic is Neutral: Magic itself is neither good nor evil—it is the hand that wields it that must be judged.

Level 3: Channel Divinity

Channel Divinity: Divine Dispel & Spell Lock

When you take this oath at 3rd level, you gain the following two Channel Divinity options. You regain all uses of your Channel Divinity when you finish a short or long rest.


Divine Dispel

As an action, you can call upon your oath’s divine power to purge active magic from those around you. Choose any number of creatures of your choice that you can see within 30 feet of you that are maintaining magical effects on other creatures—such as those who have imposed the charmed, frightened, or restrained conditions through a spell or magical ability.

Each target must make a Charisma saving throw against your spell save DC. On a failed save, any such magical effect they are sustaining immediately ends.


Spell Lock

When a creature within 30 feet of you casts a spell, you can use your reaction to invoke divine interdiction and disrupt its flow. The caster must make a Charisma saving throw against your spell save DC.

On a failure, that creature is unable to cast the same spell that triggered this reaction until it finishes a short or long rest.

At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.


Through Divine Dispel, you can end ongoing spells. Through Spell Lock, you can suppress a spell from being used again—two tools of divine control for those who protect the balance of magic.

Divine Dispel

Divine Dispel

As an action, you can invoke your Channel Divinity to purge harmful magic in your presence.

Choose any number of creatures of your choice that you can see within 30 feet of you that are maintaining magical effects on others—such as those imposing charmed, frightened, or restrained through a spell or ability.

Each target must make a Charisma saving throw against your spell save DC.

On a failed save, all magical effects they are sustaining immediately end.

Once you use this feature, you can’t use it again until you finish a short or long rest, unless you regain your Channel Divinity through another feature.

Spell Lock

Spell Lock

When a creature within 30 feet of you casts a spell, you can use your reaction to channel divine interdiction through your witchmark and disrupt its magic.

The creature must make a Charisma saving throw against your spell save DC.

On a failed save, that creature is unable to cast the same spell that triggered this reaction until it finishes a short or long rest.

At the end of each of its turns, the creature may repeat the saving throw, ending the effect on a success.

You regain all uses of this ability when you finish a short or long rest.

Level 7: Aura of Antimagic

Aura of Antimagic

Beginning at 7th level, your very presence disrupts the natural flow of magic.

Hostile creatures within 10 feet of you have disadvantage on concentration saving throws.

In addition, 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

Ward of the Antimage

Starting at 15th level, your divine bond with witchcraft shields you from hostile spells and twisted enchantments.

Whenever a spell forces you to make a Wisdom or Intelligence saving throw, you can instead make a Charisma saving throw.

In addition, you gain the following benefits:
• You can see through magical darkness.
• You ignore magical difficult terrain.

Level 20: Witch Knight

Witch Knight

At 20th level, you can summon the spirits of those who have suffered at the hands of wicked mages to embolden your crusade against abusers of magic.

Using your action, you undergo a magical transformation that lasts for 1 minute. During this time, you gain the following benefits:

• You have resistance to damage from all spells.
• All spells you cast are treated as though they were cast one spell slot level higher than the spell slot you actually used. (For example, a 1st-level spell cast with a 1st-level slot behaves as if cast with a 2nd-level slot.)
• You and friendly creatures within 30 feet of you cannot 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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