Sacred Oaths Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin’s training. Some characters with this class don’t consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin’s heart.
Oath of Spellbreaking Paladins who swear an Oath of Spellbreaking are mortal enemies of sorcerers, warlocks, and all spellcasters of an arcane kind. Witch Hunters, as they are called, are often those who have been victimized by magic users and have dedicated their lives to eliminating their threat. Some Hunters are employed by their church to combat especially dangerous threats, like rogue necromancers or malicious warlocks, yet others operate alone, traveling far and wide, secretly meeting with other Witch Hunters to exchange information, and assassinating powerful spellcasters wherever they go.
Tenets of Spellbreaking The principles of Spellbreaking are often passed down in secret from master to apprentice before the oath is taken. Slay Arcanists. Spellcasters of the Arcane are not evil in and of themselves, but they toy with forces too powerful and dangerous for mortal hands. Those who embrace the Arcane or the Occult must be slain. Hide in Plain Sight. Unwise is the Witch Hunters that waits for his enemies to strike preemptively. Travel often, and go unseen while you observe your targets. Know your Enemy. In order to possess the power necessary to oppose your enemies, you must know their secrets and understand some arcane spells of your own.
Oath Spells You gain oath spells at the paladin levels listed. Paladin Level 3rd 5th 9th 13th 17th
Spells shield, thunderwave detect thoughts, scorching ray counterspell, dispel magic fire shield, locate creature cloudkill, scrying
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Spell Turning. As a reaction when a spell is cast within 60 feet of you, you can expend your Channel Divinity to reflect that spell upon its caster. The caster must make a saving throw using its spellcasting ability. On a failed save, the spell is instead targeted at the caster, centered on the caster, or dispelled if neither of these apply. Vicious Strike. When you hit a creature that is concentrating on a spell or other magical ability, you can expend your Channel Divinity to score a critical hit instead.
Auravision At 7th level, you and all friendly creatures within 10 feet of you have the constant effect of detect magic. You can begin and end this effect as a bonus action. At 18th level, the range of this aura increases to 30 feet.
Mind Over Magic At 15th level, you have advantage on saving throws against magical effects.
Antimagic Knight By 20th level, as an action on your turn, you can warp the Weave around yourself to better slay mages. For 1 minute, the spell antimagic field is centered on yourself, requiring no concentration. During this time, you deal maximum damage on attacks against creatures which can cast arcane magic, such as bards, sorcerers, warlocks, wizards, and other sources the DM deems appropriate.