Oath of the Arcane Prosecutor

The Arcane Prosecutors are often employed by the League of Mages to keep rogue magic users in check and hunt those that have broken the law of magic. Often stationed in Chapters or on Ban Drak'an Isle. These warriors pay no obedience to any gods or entities, but to the idea of keeping the world safe from magic. While their goals are noble, the means to their ends are often bloody or darker than the traditional law enforcer. The process of becoming a Prosecutor is painful and often fatal to the weak. The terms "Mage Slayer" and "Witch Hunter" are related to this order of devoted warriors.

Tenets of the Prosecutor
Control: Magic is dangerous in the wrong hands. It needs to be kept in check and carefully watched.

Justice to Abusers: Those that abuse the station magic has given them or the use of magic itself must receive punishment for their crimes.

Destroy the Dark Powers: Practitioners of vile magic and darkness must be destroyed or locked far away. All they achieve should be erased from the world.

Channel Divinity
Dampen Magic: As an action, you can restrict the flow of magic from the weave for brief moments. For the next minute after activating this ability, you can use your reaction whenever you see a spellcaster within 30ft of you casting a spell to reduce its damage or healing by an amount equal to your paladin level.

Prosecutor's Blade: As an action, you can rally your allies to fight with greater strength. Every ally within 10ft of you deals an additional 1d4 radiant damage on weapon attacks for 1 minute. This damage increases by an additional 1d4 at 7th and 14th level.

Prosecutor's Judgement Aura
At 7th level, you project a 10ft aura around yourself. Creatures or objects in this aura peak your senses with a soft ringing in your ears and loss of smell when they have been affected by magic in the last 24 hours or are capable of producing magic.

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

Prosecutor's Smite
At 15th level, whenever you hit a spellcaster with Divine Smite, you leave a dispelling aura around them that creates a shield between them and the weave. The next time the target attempts to cast a spell, they must succeed on a spellcasting ability check DC of 8 + your proficiency bonus + the level of the smite, or the spell fails.

Negation Aura
At 20th level, as an action, you can create a 10ft aura around you for 1 minute. Everything inside the aura is affected as if by the Antimagic Field spell, except items attuned to you. Once you use this feature, you must complete a long rest to do so again.