Base Class: Paladin
Some people say man is the most dangerous prey. They're wrong, can man ignite the air and freeze your blood ? Can man turn into flocks of rats when cornered in an alley? No they can't.
Wizards are the most dangerous prey.
The Spellbreaker is an oath that was created during the events of the Spell plague, once the world realised the power that wizards could wield and the absolute destruction they could bring about. Sometimes called anti-magic knights or magic nullifiers, paladins who swear this oath want to prevent the corruption of magic to spread further, and hunt mages who bring harm to their community.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Exsorcellation: As a bonus action, you and all allies within 10 feet of you may immediately attempt a new save against any effect caused by an Illusion, Enchantment, or Necromancy spell Additionally, for one minute, you and your allies within 10 feet of you have advantage on Saving Throws against these spells. You may use this feature as a Reaction when you are affected by an effect that causes you to be charmed or frightened.
At 18th leveL the radius of this feature extends to 30 feet.
Antimagic Weapon: As an action, you may imbue one weapon you are holding with your Spellbreaking power. For one minute, your weapon absorbs magic from any creature it harms; any Saving Throws made to maintain concentration against damage caused by this weapon are made with Disadvantage. Additionally, you can add half your Charisma modifier (rounded up) on any attack and damage roll made using this weapon.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
|
|
13th |
|
|
17th |
Aura of the Mage Hunter
At 7th level, The Weave warps around you, diminishing the impact of magic. You and friendly creatures within 10 feet of you can't be made prone by magical effects
and have resistance to Fire, Necrotic and Force damage.
At 18th level, the range of this aura increases to 30 feet.
Additionally, when you use your Divine sense feature you also gain the effect of Detect Magic, without using a spell slot.
Mana Warp
MANA WARP
At 15th level, you know how to better resist and fight those that abuse magic. Your mastery of arcane combat grants you advantage on saving throws against magic.
Additionally, if you fail a Saving Throw against a spell you can choose to instead succeed on that Saving Throw. Once you use this feature, you cannot use it again until you finish a Long Rest.
Spelleater
SPELLEATER
At 20th level you can spend an action to push your spell breaking powers to their limits for 1 minute, gaining the following benefits:
- Your eye begins to glow with arcane nullifying energy, granting you an antimagic field, as though created by the spell Antimagic Field, but in a 20-foot cone in front of you, originating from your eye. (This doesn't affect your own magical items).
- Allies within 30ft of you gain the benefits of your mana warp
- When you cast Counterspell or Dispel Magic the spell slot is treated as two higher.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/1/2020 1:32:34 AM
|
10
|
6
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jan 26, 2021Hi, I'm MonkeyDM, the creator of this subclass, whilst I don't mind you using it personally, sharing it and taking credit for it is something else. Please credit me or remove this from public access, thank you.