Base Class: Paladin
Some people take oaths of devotion - to lord, to land, to their god. Some take oaths of vengeance, to hunt and destroy that which they abhor. Some take oaths of conquest; others, oaths of valiant deeds. Then there are those who take up arms against magic - some against its abuse, but many, simply against its use. They take up arms to squash the dangers that magic poses, in any way possible. Order is essential. Chaos...chaos will be destroyed.
OATH SPELLS
3rd Level: absorb elements, detect magic
5th Level: detect thoughts, see invisible
9th Level: counterspell, dispel magic
13th Level: freedom of movement, resilient sphere
17th Level: hallow, wall of force
CHANNEL DIVINITY
At level 3, you gain the following two Channel Divinity options.
- Antimagic Weapon. As an action, you can cause your weapon attacks to harm spellcasters. The next weapon strike that you make to hit another creature that is capable of casting spells, and still has spell slots left, drains a spell slot of a level equal to or less than your own level divided by 2 (rounded down).
- Turn Unholy. As an action you can present your holy symbol and turn fiends and undead. Each fiend or undead that can see or hear you within 30 feet must make a Wisdom save. On a failed save, the creature can't take reactions, and must use its turn to Dash as far away from you as possible. If it cannot move further away from you, it takes the Dodge action.
AURA OF SUPPRESSION
At level 7, hostile creatures within 10 feet of you have their spells automatically suppressed whenever they attempt to cast a spell of level 3 or lower. The hostile creature must make an Arcana check with its spellcasting ability, and it has a DC equal to your spell save DC. Level 1 spells unable to overcome the aura regardless of the check. On a failed check, their spell fails. At level 15 it automatically suppresses spells of 5th level or lower, with spells of level 3 or lower unable to overcome the aura regardless of the check, and this aura extends to a 30-foot radius at level 18.
ANNULMENT
At level 15, when you hit a spellcaster with a melee attack, you can choose to annul their ability to cast spells as a bonus action. The target must make a Charisma save vs. your spell save DC. On a failed save, they are incapable of casting spells until the end of their next turn. You can use this ability once per short rest.
KNIGHT-CAPTAIN
At level 20, your Aura of Courage extends to include immunity to being charmed or dominated, and you have advantage on checks and saves against magic cast by aberrations, celestials, fey, fiends, or undead. In addition, you add your Charisma modifier to the attack and damage rolls of melee weapons you are wielding when you strike a creature capable of casting spells, and the extra damage is radiant.
Previous Versions
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9/11/2020 1:52:58 PM
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0.1
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Coming Soon
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