Oath of Magic (Paladin Oath)
Hit Points
Hit Dice: d10 per Oath of Magic (Paladin Oath) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
The Oath of Magic is a tightrope, a fine line between a powerful Antimage, and an Oathbreaker. Paladins that take this Oath make a great sacrifice, offering their connection to the Weave that allows mortals access to the arcane. In exchange, the Divine power that flows through them is enhanced, filling the void left by this sacrifice. They hold magic users in a cynical regard, and often serve as members of specialized guards or military squads trained to handle mages. These mages are second in faith only to the Oath of Devotion, which they are typically found working with, and often decorate their armor in a similar manner of gilded wings, and holy symbols.
Tenets of Magic
The exact words of the Oath of Magic vary from one person to the next, holding the same essence in more personal ways to each individual paladin as is most fitting in their eyes for their reasons to take the oath.
Vigilance. Be watchful and wary of mages, the power they wield can undo worlds. Never abide a power thirsty mage.
Sacrifice. Restrain yourself from the use of enchanted items. The magic they hold can undo your sacrifice.
Accountability. Do not wrongfully persecute, especially a mage. It is far too easy to fan the flames of fear.
Restraint. Do not kill an unruly mage unless they force your hand. Their crimes are not yours to punish.
Oath Spell Severing
At 3rd level, upon taking this oath, you lose access to all spell slots. Instead, you gain the following benefits:
- Your Lay on Hands ability heals an additional +5 hit points
- Your Lay on Hands ability can be used to deal radiant damage to constructs and undead
- When using Divine Sense, you can determine the identity of a creature within the area, but doing so requires a secondary use of the feature
- Your Divine Smite is replaced with Antimagic Smite
- Cleansing Touch, when you receive it, can be used to reduce the damage from a single spell to 0, but doing so uses an extra use of the feature
Nullifying Smite
At 3rd level, upon taking this oath, your Divine Smite changes. Upon use, any concentration spells, persistent magical effects, and spells being prepared within a 15 foot radius explode, causing 2d6 force damage to their respective caster. You may deal up to 3d8 damage to a single target with this ability per long rest; if you use all 4 available d8 you cannot use this ability again until you complete a long rest. Fiends and undead receive and additional 1d8 radiant damage at no additional cost.
At Higher Levels. You gain an additional d8 to use per day at 5th level, 7th, 9th, 11th, 13th, and 15th level. You cannot use more than 5d8 in a single use of this feature. Additionally, at 11th level, this feature gains the advantage of Improved Divine Smite, adding an additional 1d8 radiant damage at no additional cost.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Return to Order. As an action, you can imbue one weapon that you are holding with antimagic energy, using your Channel Divinity. For 1 minute, you add your proficiency modifier to any damage rolls made against undead, constructs, creatures from another plane than the one you are on. 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 no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Hold the Unrighteous. As an action, you present your holy symbol and speak a prayer binding magical creatures. Any mage, construct, undead, magical beast, or creatures from another plane than the one you are on within 30 feet of you must make a Wisdom saving throw. If a creature fails, they are paralyzed for 1 minute, or until you lose concentration. If you take damage while using this effect, make a Concentration check.
You can end this effect on your turn as part of any other action. If you fail a concentration check, or if you fall unconscious, this effect ends.
Dampening Aura
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on all saves against magical damage.
At 18th level, the range of this aura extends to 30 feet.
Elemental Defense
Beginning at 15th level, you are always under the effect of a Protection from Energy spell. You may choose one elemental type of damage to gain resistance to, and may change your choice after a long rest.
Antimagic Void
At 20th level, you can now embody the void, and become a beacon of antimagic. As a bonus action, you gain the following benefits for 10 minutes.
- Creatures within 30 feet of you must pass a Wisdom saving throw to use magic, or magical abilities.
- Summoned creatures, and constructs must pass a Charisma saving throw, or be banished.
- Once per round, as a reaction, you may redirect a spell's target if it is successfully cast.
- As an action, you may cause an explosion of antimagic, sending all mages and magical creatures and constructs back 30 feet. Creatures affected by this take damage equal to 20 + your Wisdom modifier. Using this action ends this feature.
Once you use this feature, you can't use it again until you finish a long rest.