Paladin
Base Class: Paladin

The Oath of The Arcane Hunter calls for the paladins to protect the common folk from the dangers of magic and magic users, they seek to hold control of magic so that it may only be used for good. These paladins go by many names such as Mage Hunters, Templars, Mage's Bane, Vernadi knights... While most of the practitioners of this oath seek to simply protect common folk from the dangers of magic, others believe magic to be inherently bad and seek to destroy or control it.

TENETS OF The Arcane Hunter

While paladins who take this oath aren't the most unified, most of them share these tenants:

Vigilance. Always stay vigilant to the misuse of magic.

Protection. Always protect the common folk from the dangers of magic.

Control. Seek to control magic so that it may never be misused.

Channel Divinity

When you take this oath at 3rd level, you gain the following two channel divinity options:

Arcane Shift. Whenever a creature that you can see casts a spell of 1st level or higher, using your channel divinity you can use your reaction to instantly teleport up to 30 feet to an unoccupied space you can see. You can teleport before or after the spell is cast.

Arcane Mark. Using your channel divinity you place an arcane mark on a creature that you can see within 60 feet of you, using your action you force a creature targeted to make a wisdom saving throw, on a failed save you disrupt their spellcasting causing them to take 1d4 psychic damage per the level of a spell whenever they cast a spell of 1st level or higher. The mark lasts for a minute and ends if you can't see the creature at the end of your turn.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Arcane Aura

Starting at 7th, level you emit a magic breaking aura, all enemy creatures within 10 feet of you that you can see have disadvantage on concentration checks to maintain concentration on their spells.

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

Piercing The Weave

Starting at 15th level, Whenever you hit a creature with a melee weapon attack you ignore any bonuses to the targets AC caused by spells such as shield or mage armor.

Additionally you are always under the effects of a detect magic spell and if you touch a creature or an object you can use your bonus action to learn what spells, if any, are currently affecting it.

Breaking the Weave

At 20th level, Your presence can tear apart the fabric of the weave. You can use your action to gain the following benefits for 1 minute:

• You can use your bonus action to teleport up to 30 feet to an unoccupied space you can see.

• You and all creatures of your choice within 10 feet of you gain advantage on saving throws against spells and other magical effects.

•When you and all friendly creatures within 10 feet of you that you can see are subjected to a spell saving throw to take half damage, you and your allies instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2020 3:48:56 AM
1
1
--
Coming Soon
6/18/2020 9:49:53 AM
15
1
1.2
Coming Soon
7/1/2020 8:27:44 PM
34
3
2.0
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes