Paladin
Base Class: Paladin

Paladins sworn to the Oath of the Spellbreaker vow to take magic from the hands that mean to use it to do harm. Spellcasters often have to prove their pure intent to these Paladins before they are trusted to use it responsibly. Many of these Paladins have devoted themselves to a god of arcane magic, others might swear this oath out of their own disdain for magic.

These paladins share the following tenets:

  • Take magic from those who use it to do harm.
  • Wield your own magic responibly.
  • Let no spell remain unbroken for eternity.

Level 3: Abjure Magic

As a bonus action, you can expend one use of your Channel Divinity to protect yourself and your allies. Until the end of your next turn, you emit protective magic in a 30-foot emanation around yourself. You and creatures of your choice within the emanation have advantage on saving throws against spells and gain a bonus to their AC equal to half your Charisma modifier (rounded down, minimum of +1) while you emit the emanation. Additionally, choose one damage type other than bludgeoning, piercing and slashing damage. You and these creatures gain resistance to that damage type for the same duration.

Level 3: Oath of the Spellbreaker Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Spellbreaker Spells table, you thereafter always have the listed spells prepared.

Oath of the Spellbreaker Spells
Paladin Level Spells
3 Detect Magic, Shield
5 Silence, Nystul's Magic Aura
9 Counterspell, Dispel Magic
13 Banishment, Locate Creature
17 Circle of Power, Wall of Force

Arcane Talents

You have modified your divine abilites to better serve the fight against spellcasters. You gain the following benefits: 

Abjuring Smite. Whenever you cast divine smite, you can change its damage to force damage. When you deal damage to a creature with this spell it has a penalty to the next constitution saving throw it makes before the end of your next turn to maintain concentracion on a spell equal to your charisma modifier (minimum of -1).

Arcane Sense. When you use Divine Sense, you can also give yourself the benefit of the Detect Magic or See Invisibility Spell for 10 minutes.

Level 7: Aura of Disruption

You and your allies have resistance to force damage while in your Aura of Protection. When you see a creature within your Aura of Protection cast a spell with Verbal, Somatic or Material component, you can take a reaction to teleport to an unoccupied space within 5 feet of that creature. You can then make one weapon attack or unarmed strike against it. 

Level 15: Spellbreaking

You can cast Counterspell and Dispel Magic without expending a spell slot a combined number of times equal to your charisma modifier. You regain all expended uses when you finish a long rest. You can also modify them using the following features: 

Dispelling Strike. When you hit a creature with a weapon attack or unnarmed strike, you can cast Dispel Magic as a part of the same action, targeting the creature you hit with the attack roll.

Spell Stealing Counterspell. When a creature fails its saving throw against your Counterspell, you regain one expended spell slot of first or second level. 

Level 20: Eternal Spellscourge

As a Bonus Action, you can imbue your Aura of Protection with powerful magic, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Deflect Spells. When a creature targets you or another creature within your Aura of Protection with a spell, you can use your reaction to force them to make a wisdom saving throw against your spell save DC or become the target of the Spell instead.

Magic Resistance. When you use your abjure magic feature, creatures affected by it gain resistance to all damage other than bludgeoning, piercing and slashing damage for the duration.

Magic Suppression. When a creature ends its turn in your Aura of Protection, you can end one magical effect on it or end its attunement to one magic item.

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