Oath of the Spellsworn
Oath of the Spellsworn
Paladins who dedicate themselves to the Oath of the Spellsworn train to defend spellcasting allies in the heat of battle. They attune to arcane energies to increase the capabilities of those they are sworn to protect and efficiently eliminate enemy magicians who interfere with their charge’s capabilities.
Tenets of the Spellsworn
This oath binds a paladin to the role of guardian—not just to physically defend the spellcasters they fight beside, but also to ward against the psychic temptations that magical power brings.Hold the Line: Safeguard your fellows so they might live to fight another day. Be the first and last barrier to your foes.
Constant Vigilance: Power is a corrupting force that can poison any who wield it. Guard those with such abilities, especially from themselves.
Maintain the Balance: Punish those who use magic for evil purposes. Wrest back natural order from those who would subvert it.
Oath Spells
Paladin Level | Spells |
---|---|
3rd | Detect Magic, Sanctuary |
5th | Lesser Restoration, See Invisibility |
9th | Dispel Magic, Remove Curse |
13th | Banishment, Freedom of Movement |
17th | Dispel Evil and Good, Greater Restoration |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.Arcane Tether: As a bonus action, you create a magical bond between yourself and one creature you can see within 30 feet of you, using your Channel Divinity. For 1 minute, whenever the target attempts—or would be forced—to move or teleport more than 30 feet away from you, you can force the target to make a Charisma saving throw (no action required by you). On a success, the creature moves as intended. On a failure, the target can’t leave its current space through mundane or magical means until the end of your next turn. The target can choose to fail this saving throw.
Spell Breaker: When you hit a target with a weapon attack as part of the Attack action, you can expend one use of Channel Divinity to end one spell affecting the target. If the target is under the effects of multiple spells, the lowest level spell ends. In the event of a tie, you decide which spell ends.
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