Sacred Oath

Paladins in PLACEHOLDER NAME, have the following Sacred Oath option, in addition to those in the Player's Handbook.

Oath of the Justicar

The oath of the Justicar is sworn to protect the mundane world from magical forces. The first paladins who took the Oath of the Justicar were legendary warriors who brought to heel warlords weilding unfathomable magics. Those who are granted with arcane abilities pose a huge threat to the innocent and vulnerable people of the realm. The Justicars Judged these warlords with divine right and created a system of laws and rules that keeps arcane practitioners in check.

Tenents of Devotion

The sacred Oath of the Justicar who oversee have an extremely strict code of conduct to walk the line between SOMEtHING and fairness. The pillars they follow are the following.

Equality. Don't allow those gifted with Arcane ability to take advantage or rise above the common man.

Order. Bring an end to all unchecked magical sources and wild magics. If they cannot be controlled then they must be destroyed.

Purpose. You will go out of your way to make sure that Arcane practitioners have a safe and constructive space to practive their magic safely.

Tenet 4. This is something they believe that I'll flavor later

Tenent 5. This too is something they feel very strongly about and that I wll flavor later.

Oath Spells

You gain oath spells at the paladin levels listed

Oath of the Justicar Spells

Paladin Level Spells 3rd Identify, Detect Magic 5th See invisibility, Silence 9th Counter Spell, Dispell Magic 13th Divination, Otiluke's Resilient Sphere 17th Scrying, Teleportation Circle

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Arcane Disruption You call upon your divine powers to disrupt the flow of Arcane energy around you. All creatures within a 30 foot radius of you who are casting concetration spells must make a concentration check with disadvantage.

Resilience The strength of your oath imbues your body with divine resistance. You can choose to succeed any saving throw imposed on you by arcane magic.

Aura of Warding

Beginning at 7th level, your training has given you and friendly creatures within 10 feet of you have resitance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Arcane Void

Beginning at 15th level, You can cast Antimagic Field without consuming a spell slot. You can't do so again until you finish a long rest.

Capstone Ability

I'm trying to think of a good flavorful capstone ability here, by now this subclass has so many anti-magic fuck-you-mages abilities I don't think that something like that would really add to the class. I would but the antimagic field as capstone but that seems underwhelming and against the rule of cool. Maybe my Channel divinities are too much of a "magic has no effect on me" type of feel? Im not sure

Thoughts and criticisms greatly appreciated!