Paladin
Base Class: Paladin

Tenents of the Light's Reach

Knowledge: Seek to understand and uncover the mysteries of the universe. 

Sacrifice: Although consecrated, it is likely for you to fall outside of the radius of a Beacon in your pursuit of them. You are willing pay the ultimate price to ensure the beacons of the Luxon are safeguarded. 

Determination: You are willing to go to extreme lengths to accomplish the goals of the Light's Reach

Variant Options:

In order to flavor this paladin oath more towards one of acquired knowledge rather than divine power, whenever choosing the paladin class at level 1 you will use Intelligence rather than Charisma as your spellcasting ability. Some variations made to the Paladin class are described below. A simple method is to replace divine with arcane and Charisma with Intelligence for most base Paladin class features, if other changes are not directly stated below. 

Proficiencies:

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from  Athletics, Investigation, Intimidation, Arcana, Persuasion, and History

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your paladin spells. Most Kryn warriors who take the Oath of the Luxon will have a crystal, orb, or rod integrated into either their weapon or armor. 

Arcane Sense

Training in the arcane arts has allowed you to open your mind and gain insight into magical effects around you. You gain the ability to cast Detect Magic at will. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

Arcane Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra Force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an aberration, elemental or monstrosity.

Improved Arcane Smite

By 11th level, you are so suffused with cosmic might that all your melee weapon strikes carry arcane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.

Variant Spell List
Your link to the arcane arts allows you to learn spells normally associated with the Wizard class. You prepare the list of spells that are available for you to cast, choosing from the Wizard spell-list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your paladin level, rounded down (minimum of one spell). These spells must be of a level for which you have spell slots.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Light's Reach Spells

PALADIN LEVEL

SPELLS

3rd

Gift of Alacrity, Magnify Gravity

5th

Misty Step, Fortune's Favor

9th

Pulse Wave, Haste

13th

Gravity Sinkhole, Private Sanctum

17th

Temporal Shunt, Scrying

 

 

 

 

Channel Arcana

 

You gain the following Channel Arcana options. 

Chronal Shift.

You can use your Channel Arcana to tap into time and space, fragmenting moments from another timeline and piecing them into your current reality. As an action, you can choose a number of allies that you can see within 30 feet of you, up to a number equal to your Intelligence modifier (minimum of one creature). For 1 minute, the chosen are granted a Reality Fragment. After a creature with a Reality Fragment makes an attack roll, ability check, or saving throw they can expend their fragment to roll an additional d20 and choose which of the rolls is used. You can also use this fragment to affect another creature. So for instance, if a creature attacks the bearer, the bearer can use the fragment to reroll the attack roll of the creature. This roll can be made before or after their initial roll is made. After 1 minute the fragment dissolves back into its original timeline. 

Reality Warp.

You can use your Channel Arcana to bend the very fabricate of reality, molding it in your vision. As an action, you can choose a number of creatures that you can see within 60 feet of you, up to a number equal to your Intelligence modifier (minimum of one creature). They must make a Constitution saving throw against your spell save DC. On a failure, they are warped from reality momentarily and are switched places with another creature that also failed their saving throw. If only one creature is targeted, or failed the saving throw, it is warped from reality and placed in a spot of your choosing within 30 feet of it's original placement. A creature can forgo the saving throw, and be willingly moved through reality following the above guidelines. 

Aura of Gravity

7th-level Oath of the Light's Reach feature

You constantly bend the forces of gravity to your will. Any hostile creatures within 10 feet of you move at half-speed and has disadvantage on Strength saves as you impose the force of gravity upon them. 

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

Arcane Empowerment

15th-level Oath of the Light's Reach feature

Starting at 15th level, you can channel a limited amount of arcane energy into your spells, empowering them beyond your normal abilities. When you expend a spell slot of 1st level or higher, only to cast a spell, you can cast the spell as if you were using a higher level spell slot by expending a number of points from your Lay on Hands feature. You must spend 10 points from your Lay on Hands pool per level of increase. Regardless of effective level, the empowered spell only expends the original spell's normal slot level. Using this feature, you cannot empower a spell beyond the highest level spell you are capable of casting. You may only affect one spell you cast using this ability on each of your turns.

Dunamantic Crusader

20th-level Oath of the Light's Reach feature

At 20th level, you have developed an incredibly deep connection with the forces that make up time, space, and reality itself. Small tears in the fabric of reality surround you as you become a conduit for this arcane power. As an action, you imbue yourself with arcane cosmic energy and gain the following benefits for 1 minute:

  • You gain a flying speed of 40 feet, and immediately began to float above 1 foot above the ground. 
  • Any hostile creatures within the radius of your Aura of Gravity must make a Strength saving throw or take 3d8 + 10 force damage and be pulled 10 feet towards you immediately at the start of their turn. On a successful save a creature takes half-damage and is not forcibly moved.
  • As a reaction, in response to being hit by an attack, you can subtract your proficiency bonus from the attack roll. This can only be done to 1 attack per round, and can only be done a total number of times equal to your Intelligence modifier (minimum of 1).

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