Paladin
Base Class: Paladin

Keepers are knights specially trained to combat the forces of magic. These knights typically are tasked with maintaining order in mages' guilds or hunting down heretical magic users, such as witches or blackguards.

When a Paladin swears to the Oath of the Keeper, they maintain safety against the evils that magic can cause. Upon discovery of Hemomancy, Necromancy, or other Black Magics; a Keeper will not hesitate to kill or subdue the practitioner.

Tenets of the Keeper

When taking on the Oath of the Keeper, a knight must follow the following tenets:

Order. Magic is dangerous. Your job is to maintain order and safety against magic. Any mage that poses a threat to the life of a superior is to be executed.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have authority over you.

Anti-Magic. Hunt and Annihilate mages that prove to be any sort of threat, especially blood magic. Black magic of any kind is to be responded with quick and severe consequences.

Courage. Never fear to act, though caution is wise.

Channel Divinity

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

Spell Purge.As a reaction, you may counter a spell cast by target creature you can see if you succeed on a Charisma ability check. Alternatively, you can use a bonus action to dispel any magical effect you can see or are being affected by. If it's a spell, you must succeed on a Charisma ability check or your attempt fails. In both cases, the DC for the ability check is 10 + the spell's level.

Spell Shield. As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your paladin level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of of Anti-Magic

Starting at 7th level, you constantly emanate an aura that defends against magic. The aura extends 15 feet from you in every direction.

You and friendly creatures in your aura have advantage on saving throws made against spells.

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

Mental Fortress

Upon reaching 15th level, your mind has become a barrier difficult for magic to pass. You gain immunity to the charmed and frightened conditions.

 

Annulment

At 20th level, you gain the ability to harness immense magical resistance and fortitude. As an action, you can become an avatar of anti-magic, gaining the following benefits for 1 minute.

  • The effects of the silence spell is constantly under effect, centred on you with a 30-foot radius.
  • You are resistant to non-magical slashing, piercing, and bludgeoning damage, and are immune to radiant, necrotic, and psychic damage.
  • If a creature you can see casts a spell, you can use your reaction to force that creature to take psychic damage. This damage equals number of d6s equal to the spell's level.

Once you use this feature, you cannot do so again until you finish a long rest.

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