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### Oath of the Spellbreaker There will always be those who try and gain power in the world, but among the most dangerous and mysterious are those who bend dark magic to their will. Spellbreakers are the counter to that imbalance in the world. They are called upon as an answer to the dark arts and often find themselves in the front lines in battles filled with volleys of spells. Spellbreakers excel in nullifying magic and its effects while focusing on defending themselves and their allies. #### Tenents of the Spellbreaker The tenets of the spellbreaker act as a guide paladins of this oath live by. These tenets emphasis balance, knowledge and protection. **Balance in All Things:** It is your duty to keep checks and balances on those who might bend magic for nefarious purposes. **Know your Enemy:** You must know your enemy in order to defeat them, and thus value knowledge in both the divine and arcane arts. **Bravery:** Stand in the face of fear and conquer it knowing that it is those like you who become heroes among men when the time calls. **Protect the Weak:** It is your ultimate purpose to defend those who cannot defend themselves, and to that end, you should aid those in need who cannot help themselves. #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the Spellbreaker Spells | Paladin level | Spells | |:---:|:---:| | 3rd | *healing word, shield* | | 5th | *mirror image, spiritual weapon* | | 9th | *counterspell, haste* | | 13th | *fire shield, resilient sphere* | | 17th | *dawn, hallow* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Suppression Field.** After numerous encounters with the arcane, you have learned to momentarily suppress the weave of magic around you. As an action, you can activate a magic-suppressing field in a radius of 10 feet centered around yourself. This aura appears as a translucent bubble and moves with you. Objects and creatures pass through the aura normally. If a spell targets an object or creature within the field or a spell effect comes into contact with the field for the first time, you may make a charisma saving throw with a DC of 14 + twice the level of the spell in an attempt suppress it. On a failure, you are unable to suppress the triggering spell and it functions normally. You can end this effect as a free action. Additionally, this effect ends after one minute or if you fall unconscious. At the 18th level, the range of this field increases to 30 feet. **Sanctify Weapon.** As an action you imbue your weapon with divine magic for the next minute. You can add your Charisma modifier to attack rolls made with this weapon (with a minimum bonus of +1). If the weapon is not already magical, it becomes so for the duration. In addition, roll 1d6 to determine the damage type of your weapon as shown in the Sanctify Weapon table. Beginning at the 9th level, having trained with your sanctified weapon, you may forgo rolling 1d6 and instead choose the damage type from the table. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. 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. ##### Sanctify Weapon Table | d6 | Damage Type | |:---:|:---:| | 1-2 | Radiant | | 3 | Fire | | 4 | Thunder | | 5 | Lightning | | 6 | Force | ### Aura of Spellwarding Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. ### Divine Resistance At 15th level, you gain advantage on saving throws against spells and other magical effects. ### Radiant Dawn Your will to fight back against dark magic and its wielders has driven you closer to the light than ever before. At 20th level, as an action, you can surround yourself with an aura of radiance that lasts for 1 minute. The aura shines bright light in a 30-foot radius around you. Additionally, you and creatures you choose in the aura shine in intense radiant light, granting temporary hit points equal to three times your charisma modifier immediately when activated and at the beginning each of their turns while within the aura. Creatures that rely on sight have disadvantage on attack rolls against creatures with this effect. While the aura lasts, you can use a bonus action on your turn to cause the radiant light in the aura to strike out at one creature. You can make a melee spell attack against a target. If the attack hits, the target takes additional radiant damage equal to 3d10 + your Charisma modifier. After activating the aura, you can't do so again until you finish a long rest.