Oath of the Mage Hunter (5e Subclass)
Oath of the Mage Hunter
There are those who consider the arcane unnatural, a perversion of divine power, or otherwise far too dangerous to be in the hands of mortals. Mage hunters are holy warriors dedicated to eradicating arcane magic in all its forms, imprisoning any and all who would dare employ such deadly forces.
Tenets of the Dragon
The tenets of the Oath of the Mage Hunter seek to eliminate, or reduce, the effects and users of arcane magic. Followers of these tenets attempt to eliminate or imprison practitioners of the arcane, such as arcane tricksters, bards, eldritch knights, sorcerors, warlocks, and wizards, as well as magical creatures wherever they are found.
Break the Arcane. Shatter any and all magical items and artifacts created through arcane magic.
Destroy the Arcane. Exterminate or contain any and all magical beasts.
Hunt the Arcane. Eliminate or imprison any and all arcane practitioners.
Protect Against the Arcane. Shield non-magical creatures and peoples from the effects of arcane magic.
Oath of the Mage Hunter Spells
*Some of these spells are found in the Elemental Evil handbook found on WOC's website.
Paladin Level | Spells |
---|---|
3rd | absorb elements*, detect magic |
5th | detect thoughts, silence |
9th | counterspell, dispel magic |
13th | freedom of movement, otiluke's resilient sphere |
17th | circle of power, geas |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Shield
As an action, you can imbue a shield that you are holding with holy protective energy. For 1 minute, you gain a +2 bonus to your AC against all spells targeting you. The shield also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the shield is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this shield, or if you fall unconscious, this effect ends.
Turn the Unnatural
As an action, you present your holy symbol and each summoned creature within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minutes or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of the Resistance
Beginning at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells. At 18th level, the range of this aura increases up to 30 feet.
Reflective Spirit
Starting at 15th level, when you are directly targeted by a spell and succeed on a saving throw against the spell, you may target the spell’s caster with the same spell. The reflected spell is cast at the same level as that affecting you with the same kinds of saving throws, effects, and bonuses granted by the original caster. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you ignore any effects from the original spell targeting you that would normally occur with a successful save.
Antimagical Fury
At 20th level, as an action, you become an avatar of destruction against arcane magic users and creatures. For one minute, you gain advantage on attacks against magical creatures, summoned creatures, and any creature that successfully casts a spell. Additionally, you emanate an aura of divine power that emits bright light in a 30-foot radius, and dim light 30 feet beyond that. Whenever any creature successfully casts a spell within this aura, it immediately takes 5 radiant damage.
Once you use this feature, you can’t use it again until after a long rest.
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