Paladin
Base Class: Paladin

The Oath of the Antimage binds all Paladins that have been specially raised by mage despising leaders of a secluded group of Paladins. Children that have a strong connection to the gods surrounding the tower, that the paladins live in, are taken as young as possible to be molded into a fierce, near fanatical mage hating paladin. Once grown the paladin upholds the ideals of justice and order much like all paladins but have a strong sense of stomping out magic where they find it.

Although not all Antimage paladins kill magic users on sight, they may hold a deep resentment towards users but may work along side some magic users to take down greater wielders of magic or even attempting to turn the users away from the heresy of magic itself. It may be seen as Hippocratic that a Antimage wields forms of magic, but it taught their powers come from the gods itself and are bestowed upon them to stomp out magic.

Tenets of the AntiMage

The tenets of the Oath of the AntiMage have been preserved and passed down from many generation of AntiMage paladins. This oath is branded upon the paladins back and share these tenets - 

  • Remove Magic: Where it is found magic must be eradicated or put to rest
  • Bonded by God: All AntiMage are bound by their gods are will help each other to great extent
  • Justice: Those hurt by magic must have their taint purged and justice must be done for them. 

Oath "Spells"

Level                            Spells

3rd                               Detect Magic, Compelled Duel

5th                               Detect Thoughts, Zone of Truth

9th                               Dispel Magic, CounterSpell

13th                             Banishment, Guardian of Faith

17th                             Modify Memory, Dispel Evil and Good

Channel Divinity

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

Magicians Bane - As an action, you can make each Spell caster within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creatures have disadvantage on making spell attacks on you and allies affected by spells by the creatures have advantage on their saving throws.

Purge the Magic - As an action, you can call upon your god to imbue your weapon with the ability to dispel magic affects. For 1 minute any target hit by your weapon has Dispel Magic cast on it at Level equal to your proficiency bonus + 1

Aura of Dampening

Starting at 7th level, No magic shall pass you unimpeded, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. Damaging spells that pass through your aura have their damage reduced by 1d8 + your Constitution modifier. 

Paladins Retribution

Starting at level 15, Your deep seated hatred towards Magic users bares its head, You gain the Mage Slayer Feat.
Additionally, As your pulsate thoughts of magical hatred, any mage that attempts to cast a spell on you must make a concentration check if they are concentrating on any spells.

Might of the Bonded

At level 20,  as an action, you can mentally evoke a link with the elder paladins of your tower, becoming a powerhouse of strength and magical resistance, gaining the following benefits for 1 minute:

  • You gain resistance against all magical damage
  • You gain advantage against all spell effects
  • Creatures within 40ft radius of you that cast a spell must make a successful constitution saving throw or else take 3d12 psychic damage, Halved on a success.

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

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