Base Class: Paladin
Tenets of the Witch Hunter
The tenets of the Forsaken Court are immutable and absolute. Breaking the Oath not only marks the paladin as an oathbreaker, but also makes them a target of their own order.
Blood for Blood. Practitioners of Blood magic are irredeemable, and must be slain.
Silence. All practitioners of magic must be stopped by any means necessary- be it imprisonment, cutting out their tongue, or death.
Know Thy Enemy. One must understand magic in order to eliminate it.
Complete the circle. When the mission is complete, a member of the court is their own final target.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Unweave. As an action, you present your holy symbol and speak a nullifying word, using your Channel Divinity. You cast counterspell at 5 level.
Silence. A deafening shockwave emanates out from you. All creatures within a 30ft radius must make a WIS save against your spell save DC or be subjected to the effects of silence for one minute. Once a creature fails, they are under this effect for the full duration, even if they leave the radius. You may choose a number of creatures equal to your Charisma modifier to automatically pass the save.
Aura of Disruption
Starting at 7th level, your presence makes it difficult for spellcasters to maintain their focus. While you are conscious, each hostile creature that can see or hear you within 10 feet has disadvantage on concentration checks.
At 18th level, the range of this aura increases to 30 feet.
Sight of the Weave
Beginning at 15th level, you are always under the effects of a detect magic spell.
Retribution
At 20th level, you can cause a divine backdraft to ripple through the weave, harming the caster of a magical effect. As an action, you can choose one creature within 30 feet that is concentrating on a spell or other magical effect and force them to make a concentration check against your spell save DC. On a failed check, the target loses concentration on the spell and takes 8d8 psychic damage.
Once a target fails a check against this feature, you can’t use it again until you finish a long rest.
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