Oath of the Antimage (5e Subclass)
From D&D Wiki
Oath of the Antimage
The Antimage is an individual who has dedicated his time and training to defeat spellcasters as well as other non magical foes. He or she train, pray and equip himself for such a duty. Spellcasters who doesn’t get their magical powers from nature or use them to heal are a dangerous hassle and a menace to the people and country. All those who serves as a templar has the the blessing of the god (Insert god here) which makes them specialize in anti-magic combat.
- Expanded Spell List
|3rd||Detect magic, hunter’s mark.|
|5th||Magic weapon, zone of truth.|
|9th||Dispel magic, revivify.|
|13th||Dimension door, locate creature.|
|17th||Destructive wave, dispel evil and good.|
- Magical Defenses
At 3rd level when choosing this subclass you may add your Charisma modifier on your attack roll with one weapon of your choice (Long swords, Longbows. Clubs etc.) and any magical damage you suffer while wearing heavy armour is reduced by 7.This increases to 10 if you're wielding a shield as well.
- Channel Divinity
- Sacred Weapon
As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus o f +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part o f any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
- Holy Silence
As a bonus action, you can target an enemy spellcaster within 30 feet of you. The creature is unable to cast any spell for 1 minute.
- Antimagic Aura
Starting at 7th level friendly creatures within 10 feet of you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. This aura increases to 30 feet at 18th level
- Superior Fighter
Starting at 10th level, you can choose a second option from the Fighting Style class feature
- Anti Spells
Starting at 15th level, whenever you are the target of or in an area of a spell that will affect you (friendly or not) roll a D20, on 5 or under on the D20 you ignore the spell and any damage or effect it would do on you. If you roll a 6 or above, the spell acts as normal.(this includes buff spells, hexes, damage spells and spells that gives tempt HP. Normal Healing spells stills works on you as normal if coming from a Paladin, Druid, Ranger or Cleric.
- Symbol of Antimagic
At 20th level, as an action, you release a powerful anti-magic from you, gaining these benefits for 1 minute:
- When you use divine smite, you may choose to hit the nearest enemy spellcaster without having to be within 5 feet of it.
- You gain truesight up to 30 feet.
- You gain resistance to damage taken from spells.