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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.
 

Aura of Focus

Starting at 7th level, each friendly creature within 10 feet of you automatically succeeds on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage, and each hostile creature within 10 feet of you has disadvantage on Constitution saving throws that it makes to maintain concentration on a spell when it takes damage. This aura is active only while you are conscious. At 18th level, the range of this aura increases to 30 feet.
 

Spell Shredder

At 15th level, you can bolster your allies against the arcane. Whenever you or a friendly creature you can see within 30 feet of you fails a saving throw against a spell or other magical effect, you can use your reaction to cause them to succeed instead. If the source of the triggering effect is a creature, it takes 1d12 force damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
 

Arcane Bulwark

At 20th level, you can assume the form of an arcane bulwark, cloaking yourself in a shield of raw magic power. As an action, you undergo a transformation. For 1 minute, you gain the following benefits:
  • You have advantage on saving throws against spells and other magical effects.
  • You have resistance to all types of magical damage.
  • When you succeed on a saving throw against a spell, or when a spell attack misses you, you can choose another creature, including the spellcaster, you can see within 60 feet of you. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own saving throw. If the spell was an attack, the attacker makes a new attack roll against the chosen creature.
  • Once you use this feature, you can’t use it again until you finish a long rest.


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