Base Class: Paladin
The Oath of Arcane Purity is a commitment to ensure the sanctity of arcana across the many planes of existence. Paladins that take this oath have a duty to protect the Weave from anyone who wants to use it for unjustly reasons. They act with authority to all spellcasters, both arcane and divine, and bring any corrupt users of magic to justice.
TENETS OF ARCANE PURITY
The tenets of the Oath of Arcane Purity are set either by a governing body or a deity from the arcane domain, but they tend to follow certain related themes.
Purification. Eliminate any who use magic against good. Also encourage and support spellcasting for charitable reasons.
Justice. Anyone who taps into the Weave must have a just cause to do so.
Integrity. Using magic to fight magic should not sway you to use it for personal gain. You should differentiate right from wrong when it comes to the practice of magic.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Arcane Purity table. See the Sacred Oath class feature for how oath spells work.
Oath of Arcane Purity Spells
| Paladin Level | Spells |
|---|---|
| 3rd | absorb elements, detect magic |
| 5th | hold person, see invisibility |
| 9th | counterspell, dispel magic |
| 13th | arcane eye, freedom of movement |
| 17th | scrying, wall of force |
Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Mage's Bane. You can use your Channel Divinity to disrupt any mage's focus on their spells. As a bonus action, you can target any creature within 30 feet of you that you can see to have disadvantage on all Constitution saving throws to maintain concentration on a spell when they take damage. This effect lasts 1 minute or until the target dies.
Magical Endurance. You can use your Channel Divinity to bless a creature with the resilience to resist the effects of magic. When you or a creature within 30 feet of you are subjected to the effects of a spell or magical effect, you can use a reaction to have the creature automatically succeed any saving throw against that effect or gain resistance to all damage types that effect deals (your choice).
Aura of Magic Resistance
You emit an aura of resistance to magic while you aren’t incapacitated. You and any creatures of your choice within 10 feet of you have advantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Mage Hunter
Starting at 15th level, any spellcaster marked by you will suffer greater grief when trying to escape your pursuit. Any creature that is under the effect of your Mage's Bane cannot take the Dash action, and must make a Wisdom saving throw against your spell save DC if it attempts to teleport. On a failed save, the teleport fails.
You can also use a bonus action to magically teleport up to 60 feet to an unoccupied space you can see within 5 feet of a creature under the effect of your Mage's Bane.
Spell Guardian
You tap into the Weave to channel an immense magical power into your attacks. As a bonus action, you gain the following benefits for 1 minute:
- Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage. The damage type can be acid, cold, fire, lightning, or thunder damage.
- Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
- Whenever you cast counterspell or dispel magic, you automatically succeed any spellcasting ability check to end or prevent a spell or magical effect.
Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
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