Base Class: Paladin
The Oath of Order is a focused commitment against a single type of foe: those who wield arcane magic. Those who hold to this oath believe that the world exists atop immutable laws and structure, and that mages seek the knowledge to violate that order. In pursuit of such sacrilege, these deadly knights are often referred to as Mage Slayers, Witch Hunters, or Templars. Their single-mindedness is both a boon and a bane as they hunt, capture and execute mages who refuse to submit to oversight by the Order.
Templars are not naive to the powers of magic. They have studied powerful spells that help to strengthen their defenses against wizards and sorcerers. When encountering a spellcaster, paladins who swear this oath are cold, calculated and deliberate in their approach.
TENETS OF ORDER
Caution. Mages are powerful, clever, and dangerous. Templars must take extreme care when pursuing those who abuse arcane magics.
Tenacity. There will always be those drawn to the temptation of power through the arcane. Unless you remain vigilant and always ready, you will lose this fight.
Unwavering. Those who depend on the strength of Order can always count on your support. You will never deny aid to one who abides by the laws of the world.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Order Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Order Spells
| Paladin Level | Spells |
|---|---|
| 3rd | detect magic, absorb elements |
| 5th | hold person, silence |
| 9th | dispel magic, counterspell |
| 13th | locate creature, freedom of movement |
| 17th | far step, wall of force |
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.
Restore Order. You can use your Channel Divinity to help allies avoid dangerous effects. When one or more creatures you can see within 30 feet of you is forced to make a saving throw against a visible effect, you can use your reaction to give up to three creatures within range advantage on the roll.
Disruptive Strike. You can use your Channel Divinity to disrupt the concentration of spellcasters. When you deal damage with a melee weapon attack, you can use your Channel Divinity to add +5 to the DC of the concentration check your target must make because of this strike.
Aura of Disruption
Starting at 7th level, you constantly emanate an aura of interference. Spell attacks that target you or friendly creatures within your aura have disadvantage.
At 18th level, the range of this aura increases to 30 feet.
Antimagic Field
Starting at 15th level, you have mastered nullifying all forms of magic. As an action, you can cast Antimagic Field. You must complete a long rest before being able to use this ability again.
Mage Slayer
At 20th level, you assume the form of the inevitable, taking on the appearance of winged grim death. As an action, you can can magically become the perfect hunter, gaining the following benefits for 1 minute:
- You gain immunity to magic.
- You gain a fly speed of 60ft.
- When a creature you can see uses magic to travel, such as teleport, you know where they appear and can use a bonus action to teleport to their destination.
- You gain truesight out to 120ft.
Once you use this feature, you can’t use it again until you finish a long rest.
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