Paladin
Base Class: Paladin

Magic is possibly the most powerful force in the universe, most often its power is possessed via teaching or gaining from some sort of higher being or bloodline, however one exception of this are the paladins known for there dabbling with the arcane. Through some strange event or discovery from a extreme amount study has lead to the result of a being knowing something about the world that they are not supposed to, something that seemingly would break the mind of any normal living creature. However through a vow within an oath the universe will gift them power instead of leaving there mind to rot away in a complex confusion, with the withdrawal of them being unable to completely comprehend what exactly the secret is, along with there tenets becoming related with whatever seemingly the secret was about and the result of your mind being cursed with that knowledge. Many have tried to remove the curse of this poisonous knowledge from these beings but it is both unaffected but it also will punish whoever attempts the removal by whatever let the being see beyond there comprehension. The main ideal behind Oath of arcane paladins is the gaining of knowledge and learning about the world stemmed off by the secret that started them down this path.

Tenets of the Arcane

A paladin of the Oath of the arcane devotes themselves and swears on the learning and understanding of the universe, even if it means going where no one has gone before for the hoarding of knowledge, even at the cost of regretting to learn or wishing to forget.

Interplanar understanding: Your secret had something to do with the many planes of exitance so you wish to discover more about every stretch of there great creation.

Eldritch prowess: You believe your secret had to do with Eldritch magic and you were forced to comprehend the unknown, things rarely scare you and you are described by other people to be very brave and reckless. Its difficult to make one who has seen all cower in fear.

Secret seeker: Being unsure where your secret arose from you only understand the result of the event, wishing to gain more power you attempt to simply gain more knowledge for another possible boost of magic, you suddenly gained a trait of obsoletely loathing when someone has lied to you because of delaying your constant search for knowledge.

Distracting speech: Your secret is believed to be related to the intense magic of the spoken word, your head is often filled with incomprehensible voices when you are attempting to make decisions and you desperately crave for inner peace and to finally feel calm, seemingly the few times when your mind calms is within deep meditation.

 

Oath spells

at 3rd level you gain oath spells at the paladin levels listed in the Oath of the Arcane tables. See the sacred oath class feature for how oath spells work.

 

Paladin level

Spells 

3rd

Armor of Agithys, Magnify gravity

5th

Mirror image, Tasha's mind whip

9th

Counterspell, Hunger of Hadar

11th

Banishment, Dimension door

17th

Scrying, Telekinesis

Channel Divinity

You gain the following channel divinity options at 3rd level. See the Sacred Oath class feature for how channel divinity works.

The Basilisk's Theory. using your channel divinity you cipher a sliver of your arcane origin and imbue someone you can see within 30 ft to face the confusing unknown of your cursed mind. The entity must make a DC wisdom save (10+ your charisma bonus + proficiency bonus) if they fail they take 2D10 psychic damage and they are now frightened towards you. On a successful role the entity takes haft damage and is only knocked prone.

Abjure Creation. you can use your channel divinity to castigate beings that were created by magic. As a action, you present you Arcane symbol and each aberration, construct or elemental within 30 ft of you that can hear you must make a wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend it's turns trying to get as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. For it's action, it can use only the dash action or try to escape from a affect that prevents it from moving. if there is nowhere to move, the creature can take a dodge action.

Aura of the Locked Vessel

At 7th level, you emanate an aura of magic while you aren't incapacitated. Your divine smites now do force damage and when any creature of your choice is within 10 feet of you they gain advantage to any apposing spell save DC that is being targeted towards them (this feature does not work on yourself). At 18th level, the range increases to 30 feet.

Weaves Rebuke

Once you've reached 15th level, your body has adapted to the damaging magic aimed towards you and learned to direct it back at the caster. Whenever a spell is being casted against you, you can make a constitution saving throw against their spell DC, if it succeeds then the spell damage is halved. If the con roll is a natural 19 or 20, then the spell is reflected back towards whoever casted it.

Erdritch understanding

at level 20, the secrets of the universe have finally been reviled to a mortal mind, you body is now permanently consumed by the weave. Fixations and the commonality mean nothing to you anymore, as your eyes glow a deep purple, your training is complete.

 >  Warping the power of your mind itself you can cast the spell psychic scream once per day.

 > You absorbed outwardly powerful knowledge which gain you advantage on all intelligence rolls

 

 

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