Oath of the Keeper

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Paladin Sacred Oath

In additon to the options presented in the PHB, DMG, and XGtE, below is a homebrew Paladin subclass heavily inspired and influenced by the Templars from BioWare's Dragon Age series.

Oath of the Keeper

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.

Oath Spells

You gain spells at the paladin levels listed.

Oath of the Keeper Spells
Level Spells
3rd command, detect magic
5th hold person, silence
9th counterspell, dispel magic
13th banishment, locate creature
17th dominate person, teleportation circle

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 saving throw. 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 saving throw or your attempt fails. In both cases, the DC is 10 + the spell's level.

Order's Demand. As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Aura 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 are constantly under the effects of the detect magic spell, and if a spell or magical effect would cause you or a friendly creature in your aura to make a saving throw, that saving throw is made with advantage.

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 proficiency in Intelligence saving throws.

Additionally, you also gain resistance to psychic damage

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 within 30 feet of you which 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.

Keepers in Different Setting

In most settings, such as the Forgotten Realms, Keepers are most likely regular Paladins who've taken an oath to protect against evil magic.

If you're looking to play a Keeper in a setting where magic is very prevalent however, Keepers could act as guardians of mages guilds, such as in the world of Thedas, of Bioware's Dragon Age.

Playing a Keeper can also make great roleplaying opportunities, especially if your party consists of several spellcasters. Maybe you were assigned to watch over one or more party members? Maybe you mistrust your party members in fear that they will begin using their abilities for evil purposes? Get creative!

 

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