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Oath of the Spellbreaker

The Oath of the Spellbreaker binds a paladin to undo the work of spellcasters who have misused their magic. Followers of this oath live a life of wandering: lifting curses, breaking enchantments, freeing people from magical control, and hunting down the wicked who have used their power to harm others.   A predecessor to the Oath of the Mystics, the Oath of the Spellbreaker resurfaced during the Rebellion when Wizards and several other types of Arcanists became the enemy of the Gods. During the Rebellion’s last days and for a time after that, countless paladins continued to flock toward this Oath so they could better fight and hunt down Arcanists deemed dangerous by the various religions and their Gods. Though many who swear this oath are more militant and extreme in their crusade against magic, there are a few that swear this oath to fight true evils or to help keep a balance. Regardless, these individuals can become terrifying hunters of anyone who dares to dabble in the arcane.

Tenets of the Spellbreaker

Service. Magic exists to serve folk, not to rule them.   Change. Anything woven can be unwoven.   Rebuilding. Restore balance, and repair what has been damaged.

Oath Spells

Oath of the Spellbreaker Spells
Paladin Level  Spells
3rd  shield, zephyr strike
5th  branding smite, see invisibility
9th  counterspell, dispel magic
13th  freedom of movement, locate creature
17th  banishing smite, synaptic static

Channel Divinity

  • Disrupt Magic. As an action, you present your holy symbol and attempt to bind another creature’s magical abilities, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. The target must make a saving throw of a type determined by its spellcasting ability. If the target has multiple spellcasting abilities, it makes a separate saving throw for each.

    If the target fails any one of these saving throws, its magical abilities that derive from that ability score become disrupted for up to 1 minute. For the duration, it has disadvantage on Constitution saving throws to maintain concentration on a spell. It can’t use reactions to cast spells using that ability, and if it attempts to cast a spell with a casting time of 1 action using that ability score, you roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

    Creatures affected by your disruption can use their action to restore their spellcasting ability by making a new saving throw to end the effect.
  • Annihilation. You can use your Channel Divinity to sacrifice your own well of magical energy to destroy your opponent’s.

    When you use your Divine Smite to damage a creature, you can expend a use of your Channel Divinity to destroy one of the target’s spell slots. The spell slot destroyed is equivalent to the level of the spell slot you used to perform your Divine Smite.

    If the target has no remaining spell slots of that level, an equivalent number of spell slots lower than the designated level are destroyed until the target has none. For example, if you expended a spell slot of 3rd level and the target does not have one, you destroy one spell slot of 2nd level and one of 1st level instead.

    If the target has an innate spellcasting trait, they lose spells, beginning with those of a level equal to the spell slot you expended. If they have more than one spell of a particular level, the spell lost is determined randomly by the DM.

Dampening Aura

Starting 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.

Magical Detective

Beginning at 15th level, you are always under the effects of the detect magic spell.

Unweaving Presence

At 20th level, you can transform your person into pure antimagic. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
  • You gain the effects of the antimagic field spell.
  • When you use your Channel Divinity to Disrupt Magic, you can target a number of additional creatures within 60 feet of you that you can see equal to half your Charisma modifier. 
Once you use this feature, you can’t use it again until you finish a long rest.

Back to Paladin

Notable Organizations

The Grand Temple/Hounds of Azolla/The Templar Legion 
Most Religions

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