Base Class: Paladin
Most paladins are sworn to their deities through their piety and through force of will, but the Magister refutes this, instead drawing power from their rehearsal of divine secrets, ancient equations, and historical truths. As such, these scholarly warriors are fueled by the power derived from knowledge itself, and are often pledged to gods who support such devotions, such as Ioun.
Historically, these sages are rare in number due to the intense dedication, training, and the overall demand required of mortals to follow this path, but those who do find themselves marrying blade and magic in ways that few others can do, combining ferocious martial strength with a keen mind, impressive spellcasting, and a number of ways to adjudicate their foes using Words of Power, calling upon the True Names of things to cause effects to occur.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sequenced Action. You can use your Channel Divinity to cause the Word of Power for 'Assurance' to guide your hand, removing any and all deviation from your next action. As a bonus action, you can evoke this ability and cause the next d20 you roll this turn to be automatically treated as a roll of 10, plus your Intelligence Modifier. If you do not roll a d20 during the turn your use this ability, the use is lost.
Arcane Rebuke. You can use your Channel Divinity to utter a series of esoteric Words of Power, channeling their power through your holy symbol in an attempt to shatter a spell as it is being wove into reality. As a reaction, you can cast the spell Counterspell on a spell, provided you meet the requirements to cast the spell in the first place. This casting is considered to be at 3rd Level for the purposes of determining how effective it is.
Oath Spells
You gain access to your choice of two Cantrips as well as a 1st Level Wizard spell that does not count against your number of spells known or prepared.
In the list below, please select the feat [Magic Initiate: Wizard] to make create the desired effect, as spell slots cannot be added via homebrew to character sheets (believe me I tried).
Aura of Arcanum
Beginning at 7th level, the Words of Power residing in your psyche emanate their might in a space around you. You and allies within 10ft of you have resistance to Psychic Damage.
At 18th level, the range of this aura increases to 30 feet.
Augmented Self
Starting at 15th level, your mastery of the Words of Power has dramatically increased, allowing you to bolster yourself on a metaphysical level. You gain Proficiency in Intelligence Saving Throws, Resistance to Force Damage, and become immune to Charm effects.
At 18th Level, you also become immune to the effects of Word of Power spells cast by others.
Power Incarnate
At 20th level, you can assume your pure form by uttering your True Name, transfiguring yourself into an entity that shifts reality around itself. You might appear as a being of pure light or energy, a writhing mass of limbs and flesh, or something else equally alien.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- You gain a fly speed equal to your walking speed, and can hover in place.
- You cannot be knocked prone, pushed, grappled, or restrained.
- You can telepathically speak to any creature you can name on the same plane of existence as you. If they are a willing target, as a Bonus Action while transformed, you can teleport yourself and any objects you are carrying through that person, provided there is space next to them to appear in.
- Once each time you are transformed, you can tear into reality towards one creature you can see and attempt to utter their True Name. You can cast your choice of Power Word Pain, Power Word Stun, or Power Word Kill on that target.
Once you use this feature, you can’t use it again until you finish a long rest.
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