Base Class: Paladin
The tenants of the Oath of Arcanum revolve around punishing those who choose to disrupt magical balance. Their tenants are simple:
Fight for the Greater Good. Your life is in service to the people, you will protect the masses at all costs.
Protect Knowledge. Dangerous knowledge needs to be kept under lock and key, to ensure it does not fall into the wrong hands.
Recompense. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Strikes of the Arcanum. As a bonus action, you engulf your weapon in a burst of arcane energy. When you use this Channel Divinity, choose from fire, cold, lightning, acid, poison, or thunder. For 1 minute, your weapon deals an additional 1d8 damage of that damage type. In addition, you can make a opportunity attack against a creature who casts a spell within 5 feet of you. While your weapon is covered in magical energy, creatures hit by your attacks have disadvantage on Concentration checks to maintain concentration on a spell.
Spell Overcharge. When you cast a spell of 1st level of higher, you can channel the magical energy around you to increase the spells potency. Your spells level increase by an amount equal to half your charisma modifier (rounded down).
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Vengeance Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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|
9th |
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13th |
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17th |
Esoteric Knight
By 7th level, your ties to the arcane grow stronger, allowing you to detect magics and strike down your foes. You can now use your Charisma instead of Strength or Dexterity when making weapon attacks. You are also always under the effect of the detect magic spell.
Clandestine Bulwark
Starting at 15th level, your ability to control the arcane energies grows ever stronger. You gain resistance to damage from spells as you have learned to absorb some of the energy from spells. In addition, when an enemy targets you with a spell of 1st level or higher, you can use your reaction to regain a spell slot equal to half the spells level rounded down (minimum of 1).
ArchKnight
At 20th level, you can assume the form of an otherworldly arcane knight. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- You use the magic around you to give yourself a flying speed of 60 feet.
- You cannot be targeted by spell of 5th level or lower. If you are caught in the area of a spell of 5th level or lower, you are simply unaffected.
Once you use this feature, you can’t use it again until you finish a long rest.
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