Paladin: Oath of the Witch Hunter
Witch hunters are an unscrupulous bunch, feared wherever they go. They scour the land searching for dangerous and uncontrolled magic, hunting fearsome magical entities and curtailing the various anomalies that spew forth from the feywild. They are naturally distrustful and suspicious people, recognising that they are frequently targeted by magical entities that might be hiding amongst the common folk.
Tenets of the Witch Hunter
Ever Vigiliant - Those that would do harm may be hiding even in the most unusual of places. Power can corrupt even the most innocent soul.
No Hesitation - Those that are a danger to the world must be stopped before they unleash chaos.
Trust only in Yourself - Magic can cloud even the sharpest mind, your senses can be tricked. Trust only in yourself and your training.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Barrier: As an action, you can use your Channel Divinity to call forth magical warding on your body. You have advantage on all saving throws against spells and magical effects. Additionally, when you make a saving throw against a spell to take only half damage, you instead take no damage on a success. These effects last for 1 minute or until you become unconscious.
Disrupt: You can use your channel Divinity to disrupt spells that require concentration. All creatures that are concentrating on spell effects within 30ft must immediately make a constitution saving throw. Any creature that fails this check immediately drops concentration on the spell they are casting.
Oath Spells
You gain oath spells at the Paladin levels listed:
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 constitution saving throws for maintaining concentration. At 18th level, the range of this aura increases to 30 feet.
Unravelling Shockwave
At 15th level, whenever a creature within 30ft of you drops concentration on a spell they were casting, or if you successfully cast Counterspell or Dispell Magic on a creature, they take 1d8 force damage x the level of spell they were casting.
Gaze of Revelation
At 20th level, as an action, you summon forth great power into your body, causing your eyes to glow brightly and radiant mist to emanate from you, this transformation lasts for 1 minute. While transformed in this way, you gain the following benefits:
Tenets of the Witch Hunter
Ever Vigiliant - Those that would do harm may be hiding even in the most unusual of places. Power can corrupt even the most innocent soul.
No Hesitation - Those that are a danger to the world must be stopped before they unleash chaos.
Trust only in Yourself - Magic can cloud even the sharpest mind, your senses can be tricked. Trust only in yourself and your training.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Barrier: As an action, you can use your Channel Divinity to call forth magical warding on your body. You have advantage on all saving throws against spells and magical effects. Additionally, when you make a saving throw against a spell to take only half damage, you instead take no damage on a success. These effects last for 1 minute or until you become unconscious.
Disrupt: You can use your channel Divinity to disrupt spells that require concentration. All creatures that are concentrating on spell effects within 30ft must immediately make a constitution saving throw. Any creature that fails this check immediately drops concentration on the spell they are casting.
Oath Spells
You gain oath spells at the Paladin levels listed:
- 3rd Level: Detect Magic, Hunter's Mark
- 5th Level: Silence, Zone of Truth
- 9th Level: Counterspell, Dispell Magic
- 13th Level: Banishment, Locate Creature
- 17th Level: Wall of Force, Planar Binding
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 constitution saving throws for maintaining concentration. At 18th level, the range of this aura increases to 30 feet.
Unravelling Shockwave
At 15th level, whenever a creature within 30ft of you drops concentration on a spell they were casting, or if you successfully cast Counterspell or Dispell Magic on a creature, they take 1d8 force damage x the level of spell they were casting.
Gaze of Revelation
At 20th level, as an action, you summon forth great power into your body, causing your eyes to glow brightly and radiant mist to emanate from you, this transformation lasts for 1 minute. While transformed in this way, you gain the following benefits:
- You gain the effects of the spell True Seeing.
- Hostile creatures within 30 feet of you cannot teleport or become invisible. When you activate this ability, all creatures within 30 feet of you that are invisible become visible and any illusions within 30 feet of you are dispelled.
- Whenever a creature casts a spell that targets you, you may force them to roll a Wisdom saving throw against your Spell Save DC. On a failed save, the spell fails.
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