Paladin
Base Class: Paladin

Those who have taken The Oath of The Anti-Mage have seen first-hand the harm that can be caused when an irresponsible or power hungry magic user is allowed to go unhindered. They have made the choice to prevent such things from happening by whatever means necessary, including the use of arcane magic.

 Tenets of The Anti-Mage

Skepticism. Do not trust a word from the mouth of arcane practitioners that you have not had verified.

Discernment. Sometimes, the offensive use of magic is the only moral route. You must weigh each use of magic that you witness to determine whether or not it was morally sound.

Protection. It is your duty to protect those in harm’s way any time that you see magic being misused.

Accountability. It is your duty to ensure that wayward mages are held accountable.

Knowledge of The Arcane

Knowledge is power and so you learned. When you take this oath you gain proficiency in the Arcana skill as a result of studying your adversary.

Channel Divinity

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

 Weapon of Purging. As a bonus action, you can imbue one weapon that you are holding with cleansing energy using your Channel Divinity. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are not holding or carrying this weapon for 1 full round, or if you fall unconscious, this effect ends.

Turn the Summoned. As an action, you present your holy symbol and speak a prayer. Each creature that was brought into this realm by conjuration magic that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use the Dash action, try to escape from an effect that prevents it from moving, or attack the creature that summoned it. If none of these options is possible, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of The Anti-Mage Spells

Aura of Autonomy

 Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against non-damaging spell effects.

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

Arcane Retaliation

Beginning at 15th level, when you succeed on a Wisdom, Intelligence, or Charisma saving throw against a spell you can use your reaction to reflect it back to the caster, forcing them to succeed the same saving throw against your spell save DC. On a failure, they are subjected to the effect of the spell you reflected as if you were the caster.

You can do this a number of times equal to your Charisma Modifier per long rest.

Mages Adversary

 At 20th level, your time spent exterminating magic users has made you an expert at combating them.

  • You have advantage on all saving throws against spells.
  • You have advantage on all attack rolls made against creatures that you know can cast spells.
  • Whenever a creature within 30’ of you attempts to cast a spell, you can force them to make a Constitution saving throw against your spell save DC. If they fail this saving throw they cannot cast the spell.

Comments

Posts Quoted:
Reply
Clear All Quotes