Paladin
Base Class: Paladin

Secrets of the arcane are spread all over the world. Though mostly sought after by Wizards and the like, there are others who seek out these secrets, and collect them with the purpose of protecting them and sharing them with others seeking knowledge. Often found working with those with magical talent, Paladins of the arcane variety work in tandem with these forces in order to utilize enchantments of their own, as well as preserving and protecting these arcane secrets for future generations. 

TENETS OF ARCANA

The tenets of Arcana hold paladins to seeking out knowledge, and recovering lost secrets.

Knowledge is Power. The Arcane is an energy that exists throughout the universe that fuels destruction and creation. Use it wisely, and safeguard it's secrets.

Explore the Unknown. Secrets of the Arcane remain undiscovered, or lost to time and other entities. It is your duty to seek them out and bring them back to the world, or reclaim those that have been stolen or misused.

Protect the Restricted. Sources of magic and artifacts can become too powerful, with the potential to be misused. Protecting them from those who would do so.

Enchantments

At 3rd level, you learn how to cast enchantments upon yourself due to your arcane talents, rather than using a Channel Divinity. You can use a bonus action to cast one enchantment of your choice. Falling unconscious will deactivate all enchantments that are active. At 3rd level you can have one enchantment active at a time,  two at 5th level, three at 12th level, and four at 18th level. 

Enchanted Weapon

Your bound weapons are reinforced with a magical enchantment. They deal an additional 1d6 force damage on a successful attack.

Enchantment of Alacrity

You learn how to cast an enchantment that grants you a blessing of alacrity. Your movement speed increases by 10 feet.

Enchantment of Glamour

You learn how to cast an enchantment that further enhances your charming personality. You have advantage on Charisma (Persuasion and Deception) checks.

Enchantment of Levitation

You learn how to cast an enchantment that allows you to hover a few inches off of the ground. You do not trigger pressure plates and the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effects of the feather fall.

Enchantment of Precision

You learn how to cast an enchantment that guides your strikes. You can add 1d4 to your weapon attack rolls with your bound weapons.

Enchantment of Shadow

You learn how to cast an enchantment that wreathes you in shadows. You have advantage on Dexterity (Stealth) checks.

Enchantment of Warding

You learn how to cast an enchantment that wards magical effects. You can add 1d4 to your saving throws against magical effects.

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Arcana Spells
Paladin Level Spells

3rd

detect magic, magic missile

5th

magic weapon, misty step

9th

dispel magic, counterspell

13th

banishment, dimension door

17th

wall of force, scrying

Arcane Jolt

At 7th level, as a bonus action you can fuel your Divine Smite feature with points from your Lay on Hands pool. Instead of a 1st-level spell slot, you can expend 10 points from your Lay on Hands pool instead. In addition, you can expend the same amount to increase the damage by 1d8. Damage caused by this feature is considered force damage.

Arcane Sense

At 15th level, you have become naturally attuned to being able to sense the source of magic. You are always under the effects of a detect magic spell.

Emissary of the Arcane

At 20th level, you can radiate a unique magic aura. Using your action, you surround yourself in this aura. For 1 hour, you gain the following benefits:

  • Hostile creatures within 30 feet of you have disadvantage on saving throws against spells.
  • When you take the Attack action on your turn, you can cast one spell as part of that action.
  • You have advantage on saving throws against spells, as do allies within 30 feet of you.

Once you use this feature, you can’t use it again until you finish a long rest.

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