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Paladin, Oath of the Anti-Arcane
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<blockquote data-quote="Elon Tusk" data-source="post: 7265762" data-attributes="member: 6875235"><p>[</p><p></p><p>I think you are right about converting the Divine Sense into an Arcane Sense since this paladin would care more about arcane than good/evil (though I think I'll leave Lay on Hands alone).</p><p>Maybe something like this:</p><p></p><p><strong>ARCANE SENSE</strong></p><p><strong>The presence of arcane magic registers on your senses like a noxious odor. As an action, you can open your awareness to detect arcane magic. Until the end of your next turn, you know the location of any creature or object that has arcane magic within 60 feet of you that is not behind total cover. You don't learn the type (monster, sorcerer, warlock, wizard, etc.) of any being whose presence you sense or its identity (Elminster Aumar, for instance). Within the same radius, you also detect the presence of any place or object that has been enchanted by arcane magic.</strong></p><p><strong>You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.</strong></p><p><strong></strong></p><p></p><p>Then I would change the Detect Magic Channel Divinity back to Magic Resilient.</p><p></p><p></p><p></p><p>I see the point of this for fluff/lore reasons - though as mentioned by others.</p><p>Though I'm thinking adding a drawback like that may adversely effect the balance; other paladins don't have such.</p><p></p><p></p><p></p><p>Since I added that it prevents casting for a round, I think making the concentration check with disadvantage work great (I didn't think about how powerful that could be for a low level paladin vs. a high level creature).</p><p></p><p>I'm switching Magic Detection to Magic Resilient and Divine Sense to Arcane Sense so the Identify issue is removed.</p><p></p><p>I'll add the yuan-ti pureblood definition of Magic Resistance to Aura of Anti-Magic to clarify: You have advantage on saving throws against spells and other magical effects.</p><p></p><p>I'll change Magic Immunity to state Immune from Magic damage.</p><p></p><p>The only thing about Oath of Ancients that fit seemed to be Aura of Warding; the other features and almost all of the lore seemed to be more nature related than anti-arcane. My friend didn't want a druidic paladin - he wanted a specific anti-magic warrior. And I tried to make it so that Mage Slayer could still be a useful feat.</p><p></p><p></p><p>Thanks to everyone for the suggestions!</p></blockquote><p></p>
[QUOTE="Elon Tusk, post: 7265762, member: 6875235"] [ I think you are right about converting the Divine Sense into an Arcane Sense since this paladin would care more about arcane than good/evil (though I think I'll leave Lay on Hands alone). Maybe something like this: [B]ARCANE SENSE The presence of arcane magic registers on your senses like a noxious odor. As an action, you can open your awareness to detect arcane magic. Until the end of your next turn, you know the location of any creature or object that has arcane magic within 60 feet of you that is not behind total cover. You don't learn the type (monster, sorcerer, warlock, wizard, etc.) of any being whose presence you sense or its identity (Elminster Aumar, for instance). Within the same radius, you also detect the presence of any place or object that has been enchanted by arcane magic. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses. [/B] Then I would change the Detect Magic Channel Divinity back to Magic Resilient. I see the point of this for fluff/lore reasons - though as mentioned by others. Though I'm thinking adding a drawback like that may adversely effect the balance; other paladins don't have such. Since I added that it prevents casting for a round, I think making the concentration check with disadvantage work great (I didn't think about how powerful that could be for a low level paladin vs. a high level creature). I'm switching Magic Detection to Magic Resilient and Divine Sense to Arcane Sense so the Identify issue is removed. I'll add the yuan-ti pureblood definition of Magic Resistance to Aura of Anti-Magic to clarify: You have advantage on saving throws against spells and other magical effects. I'll change Magic Immunity to state Immune from Magic damage. The only thing about Oath of Ancients that fit seemed to be Aura of Warding; the other features and almost all of the lore seemed to be more nature related than anti-arcane. My friend didn't want a druidic paladin - he wanted a specific anti-magic warrior. And I tried to make it so that Mage Slayer could still be a useful feat. Thanks to everyone for the suggestions! [/QUOTE]
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