Paladin
Base Class: Paladin

Constantly assailed by arcane defilement are the souls of mortals. Foul creatures from external planes and profane artifacts imbued with perverse magic are in constant conflict over the souls of mortals. However, a clandestine order of knights known as Sin Eaters seek to assist those whose lives are ravaged by the weave. Some Sin Eaters are sorcerers who wish to have nothing to do with their sorcerous origin, some have been turned into weapons of mass destruction against their will and wish to preserve their dignity, however most Sin Eaters get their name from their original purpose: to physically consume magical artifacts and become walking prisons for their corrupting power.

Paladins of the Oath of Suppression have something inside of them they deem a curse, and have taken up their oath to gain control of it. Many take up the oath to protect innocent people from powerful magics, but some take it to regain control of their lives.

Level 3: Oath of Suppression Spells

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

Oath of Suppression Spells
Paladin Level Spells
3 Absorb Elements, Identify
5 Silence, Suggestion
9 Counterspell, Dispel Magic
13 Freedom of Movement, Guardian of Faith
17 Dominate Person, Legend Lore

Level 3: Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Deflect Magic

Your body is a channel for arcane energy. As a reaction to being hit with a spell attack roll or failing a saving throw, you may use your Channel Divinity to negate all effects of the spell and choose a new target within the spell's initial range and area. The spell is cast using your spell save DC and/or spell attack bonus.

Siphon Vestige

As an action, you may use your Channel Divinity imbue a weapon you are holding with the impulsive magic that lies within you. For 1 minute, the weapon becomes magical if it was not already, deals an additional 1d4 force damage on a hit, and spellcasters have disadvantage on concentration checks made when hit with it.

Level 7: Aura of Antimagic

At level 7, you and friendly creatures within 10 ft. of you have resistance to damage from spells and spell-like effects.

 

At 18th level, the range of this aura increases to 30 feet.

Level 15: Spellbleeder

As a reaction to when you take damage from a spell or spell-like effect, you may instead choose to negate it entirely and regain hit points equal to the damage roll of the spell.

 

You may use this feature once per long rest.

Level 20: True Sin Eater

At 20th level, you become a paragon of antimagic. As an action, you transform into a True Sin Eater, gaining the following benefits for 1 minute:

 

  • You hover and gain a 30 ft. flying speed.
  • Sinister magic weaves around your body in a 10 ft. sphere. Any spell of your choosing cast within this area fails to be cast.
  • As an action, you may touch a creature within 5 ft. of you and force it to make a constitution saving throw. On a failure, you regain 1d4 spell slots of second level or lower.
  • You gain advantage on Intimidation and Arcana checks.

 

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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8/20/2026 2:01:46 AM
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