Oath of the Antimage, Variant (5e Subclass)

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Oath of the Antimage[edit]

Paladin Subclass

The Antimage is an individual who has dedicated his time and training to defeat spellcasters as well as other non magical foes. He or she train, pray and equip himself for such a duty. Spellcasters who doesn’t get their magical powers from nature or use them to heal are a dangerous hassle and a menace to the people and country. All those who serves as a templar has the the blessing of the god (Insert god here) which makes them specialize in anti-magic combat.

Expanded Spell List
Paladin Level Spells
3rd heroism, hunter's mark
5th magic weapon, zone of truth
9th dispel magic, counterspell
13th dimension door, locate creature
17th destructive wave, dispel evil and good
Arcane Sense

beginning at 3rd level, you have the ability to sense magical auras, as in the detect magic spell, that you can manifest in 150ft within. You can activate your Arcane sense as an action, and, when active, it lasts for 10 minutes. In addition to magical auras, when used to look at a creature, you learn if the creature is capable of casting spells, and any magical effects that prevent you from hitting a creature (like nondetection or darkness for example) are not effective on you and the illusion not have effect on you also. You can use this feature a number of times equal to your Charisma modifier (minimum once). Once you spend all your uses, you can't use it again until you finish a long rest. Any role related with magic, on magic-related historical knowledge, or to track magic, you can use your charima bonus and advantage on those checks.

Channel Divinity
  • arcane repulsion

As an action, Within 15 feet all your allies are cleansed of the harmful magic that afflicted them, and returned to their casters. You remove the status effects that your allies had and all the creatures that created these effects will be affected by them. creatures that are affected by it will have to make their saving throw against this effect as usual and the save cd is the same as that of that creature.

  • arcane suppression

As a bonus action, you can target an enemy spellcaster within 30 feet of you. The creature is unable to cast any spell for 1 minute.

Anti-arcane aura

Starting at 7th level you and friendly creatures within 10 feet of you have advantage on all saving throws against magic and and all magic attacks (magic weapons also count, and at the DM's discretion also some class stats like a cleric's divine strike) are made with disadvantage against you and your allies within the aura. This aura increases to 30 feet at 18th level

anti-arcane reinforcement

Starting at 10th level, your arcane hunting abilities have improved to a near perfect point. You become immune to corrupting conditions from magic. You gain resistance to all types of damage that is magical. Also, using a 1st level spellslot you can stop any magical condition like stunned or blinded.

Anti Spells

Starting at 15th level, whenever you are the target of or in an area of a spell that will affect you (friendly or not) roll a D20, on 10 or under on the D20 you ignore the spell and any damage or effect it would do on you. If you roll a 11 or above, the spell acts as normal.(this includes buff spells, hexes, damage spells and spells that gives tempt HP. Normal Healing spells stills works on you as normal if coming from a Paladin, Druid, Ranger or Cleric.

Symbol of Antimagic

At 20th level, as an action, you release a powerful anti-magic from you, gaining these benefits for 1 minute:

  • When you use divine smite, you may choose to hit the nearest enemy spellcaster without having to be within 5 feet of it.
  • You and all your allies within 30 feet gain attack advantage against any spellcaster or creature with magic (DM discretion) and a bonus to attack and damage equal to your charisma modifier..
  • You gain immunity to damage taken from spells and you can't be affected by harmful effects coming from magic (like the charmed state of a dominate person, etc...).
5.00
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