Oath of the Templar
A newly formed order of Paladins that seek to rid the world of the unnatural and unlawful use of magic across the lands. These Paladins see the use of arcane magic as an offensive mockery of the power that is bestowed by divine beings, and at best should be controlled, and at worst be outlawed entirely. Paladins of this order find where they lie on this spectrum, and act on thier own will.
These Paladins do not always serve a diety, but are loyal to the order itself. They strive to put the order above all else, and to preserve the divine right of the gods above the practitioners of the arcane.
Tenents of the Templar
Seize the Magic - Obtain and secure any and all artifacts created through profane magic.
Hunt the Arcane - Eliminate or imprison any and all unlawful magic practitioners.
Shield the Faithful - Shield and protect the common people from the effects of profane magic.
Oath Spells
You gain Oath Spells at the Paladin levels listed.
Oath of the Templar Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Detect Magic, Absorb Elements |
| 5th | Silence, Detect Thoughts |
| 9th | Counterspell, Dispel Magic |
| 13th | Mordenkainen's Faithful Hound, Arcane Eye |
| 17th | Dawn, Dominate Person |
Channel Divinity: Intervention
As a reaction, you can expend one use of your channel divinity to protect yourself and a number of creatures that you can see equal to your charisma modifier from hostile magic. For one minute, you and the chosen allies have advantage against saving throws against hostile magic.
Channel Divinity: Blasphemy
As an action you may mark an enemy spellcaster you can see for divine punishment for up to one minute. Any time the marked target casts a spell they must make a Wisdom saving throw, on a failure the target takes 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Aura of Righteousness
Beginning at the 7th level, you have become a bulwark against magic. You and friendly creatures within 10 feet of you may choose to take no damage from spells whose saving throws that pass.
At 18th level, the range of this aura increases to 30 feet.
Rebuke Heretics
Starting at the 15th level, whenever an enemy strikes you or an ally affected by Channel Divinity: Intervention, you can force them to take radiant damage equal to your Charisma modifier.
Anti-Magic Fortress
At 20th level, you can use a bonus action to become near immune to the affects of spellcasters, gaining the following benefits for 1 minute:
- You have resistance to damage dealt from spells.
- When you attack an enemy spellcaster, a successful hit results in silencing the caster until the end of their next turn.
- Any enemies within 30 feet of you have disadvantage against the saving throws of your Paladin spells or your Channel Divinity options.
The effect ends early if you are incapacitated or die. Once you use this feature, you cannot use this feature, you can't use it again until you finish a long rest.