Paladin
Base Class: Paladin

The Oath of Mana is a very unusual path for paladins, when looked upon they were seen as oath-breakers that have turned their backs on their deities. But in truth they have gone in search for a greater connection with the world and their deities through knowledge and arcane understanding. By utilizing this understanding they gain the ability to fight without their deity in times of need. Their Deity isn't some source of magic in which they draw power from, but a connection to the world they believe in and fight for using their own power to stand with.

Channel Divinity

When you take this oath at 3rd level, you gain the following two options

Channel Divinity: Strike of Evocation

You've empowered your attacks to pierce your enemy's armor. As a bonus action you imbue one weapon you are wielding with arcane power, giving it the magic property for a number of rounds equal to your Cha Mod. Deal an additional 1d6 force damage with this weapon.

Channel Divinity: Wind of Abjuration

As a reaction, any creature within 30ft is singled targeted by an attack or spell, you may force the attacker to make a WIS save. If the fail against your spell save DC the attack misses instantly. If they succeed against your spell save DC, the creature being attacked gains resistance against the first attack only, they still get damaged.

Oath Spells

Oath spells

Paladin Level Spells

3rd

Comprehend Languages, Shield

5th

Magic Weapon, Locate Object

9th

Counterspell, Dispel Magic

13th

Otiluke's Resilient Sphere, Aura of Purity

17th

Teleportation Circle, Legend Lore

Mystic Smite

When you use Divine Smite you may choose to use 1d8 force damage instead of radiant damage, additionally when you use this feature to attack a construct or a dragon deal an additional 1d8 force damage up to a maximum of 6d8

Aura of Warding

At 7th level, you gain the ability to protect your allies with your knowledge. When a creature is within 10ft of you, you may take half of any damage they take, this damage cannot be reduced.

Once per day if multiple creatures are within range, as a reaction you may take half the damage of several creatures of your choosing, this damage cannot be reduced.

At 18th level increase the range to 30ft

Divine Transmutation


Starting at 15th level, You may regain expended spell slots once per day during a short rest. You may regain spell slots up to Paladin level/4, and you must be capable of casting at that level.

Additionally regain 1 quarter of your Lay on Hand Hit points back.

Champion of Ioun

At 20th level by utilizing both arcane and divine energy, you fortify your mind and magical abilities. While you use this feature you emit 15ft of bright light and an additional 15ft of dim light
Champion of Ioun
Using an action, you transform for 1 min gaining the following abilities:

Gain proficiency for Arcana, History, and Religion, if you already have proficiency in these skills gain double proficiency.
Whenever you use Divine Smite deal an additional 1d8 damage up to a maximum of 7d8
When you cast a spell higher than 1st level you may regain an expended spell slot of spell level lower than the one cast.
Also, as a bonus action you can gain the benefits of being ethereal, passing through objects and people. You also gain immunity to non magic damage. if you end your turn in another object or person you take 1d8 force damage and are knocked prone. all effects done with this bonus action end at the end of your turn

This Feature can only be used once per long rest

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