Paladin
Base Class: Paladin

Every day is a new chance to learn. To grow as a student, to master new skills, to make new mistakes.

Missteps are inevitable. But no price is too large to pay in the pursuit of the arcane. Let nothing stand in the way of knowledge.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

For legal reasons, Borrowed Knowledge, Circle of Power, and Skill Empowerment cannot be added to this subclass, so you'll have to give them to yourself via a feat or something.

Paladin Level Spells
3rd detect magic, shield
5th borrowed knowledge, enhance ability
9th counterspell, protection from energy
13th dimension door, Otiluke's resilient sphere
17th circle of power, skill empowerment

Channel Divinity

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

Bastion of Will

You can use your Channel Divinity to maintain a spell's effect through sheer willpower. When a creature within 30 feet of you fails a Constitution saving throw to maintain concentration on a spell of a level equal to or less than your Paladin level divided by 4 (rounded up), you can use your reaction to make a Charisma saving throw against the same DC. On a successful save, you can maintain concentration on that spell as though you had cast it. If the spell requires one or more targets, you may choose new targets within range.

Miraculous Replication

You can use your Channel Divinity to follow the movements of the Weave, preserving them within yourself. Immediately after you see a spell being cast within 30 feet, you can use your reaction to gain the knowledge of the spell if it is at least 1st level and of a level you can cast. For the next 8 hours, you know the spell and can cast it using your spell slots.

Arcane Resolve

At 7th level, your very presence bolsters the resolve of your allies while breaking that of your enemies. When another creature within 10 feet of yourself makes a Constitution saving throw to maintain concentration on a spell, you can choose to add or subtract 1d4 from the result.

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

Clarity

At 15th level, when a creature within 30 feet of yourself casts a spell of 1st level or greater, you gain temporary hit points equal to the spell's level plus your Charisma modifier.

Magic is Everything

At 20th level, your very body is attuned to the magic in the world around you. As an action, you can infuse yourself with raw magic, gaining the following benefits:

  • You gain a flying speed equal to your walking speed.
  • When a creature within 30 feet of yourself casts a spell using a spell slot of 5th level or lower, you can enhance its power, counting it as one level higher than normal.
  • When you expend spell slot to use a Divine Smite, you can cast a spell with a casting time of 1 action using the same spell slot as a bonus action.

These benefits last for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

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