Base Class: Paladin
TENETS OF THE ARCANE
Discovery. Paladins of the Arcane devote themselves to learning about the world beyond their immediate sight.
Innovation. Arcane Paladins use their discoveries to channel their divine power into new uses to protect what they hold dear and destroy what they view as wicked.
Wonder. Arcane Paladins must always carry with them a sense of whimsy and an openness to the weirdness of the world.
Power. The outer planes are incredibly powerful, and Paladins of the Oath of the Arcane do not limit themselves to merely the divine planes.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Smites. When you use your Divine Smite feature, you may change the damage type from radiant to fire, cold, lightning, thunder, force, or psychic. When you do, it does 1d8 extra damage of that type.
Arcane Discovery. As an action, may choose a spell from the Wizard spell list with a casting time of 1 action and cast it as part of this action. You must still expend a spell slot of the appropriate level to cast that spell. This spell counts as a Paladin spell for you.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Arcane 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 |
Aura of Concentration
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on Constitution saving throws made to maintain concentration on a spell while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Spell Resistance
Beginning at 15th level, you have advantage on Intelligence, Wisdom, and Charisma saving throws against spells.
Radiant Archmage
At 20th level, as an action, you can harness the ultimate confluence of divine and arcane energies. For 1 minute, you gain the following effects.
- You have resistance to damage dealt by spells.
- When you cast a spell as an action, you can make 1 weapon attack on your turn as a bonus action.
- You can concentrate on up to two spells at the same time. When you take damage, make a Constitution saving throw to maintain concentration on each spell separately.
Once you use this feature, you can’t use it again until you finish a long rest.
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