Paladin
Base Class: Paladin
While their order is not as old as the elven Oath of the Ancients, members of Oath of Arcana, have been carrying out their sacred duties for centuries. Sometimes called Blue Knights or Wardens, paladins who swear themselves to this Oath often hunt and dealt with magical, monstrous threats to the natural order of the world, such as rogue fiends, rampaging monsters, and creatures created by reckless magical experiments. Many serve as guardians at temples dedicated to gods of magic, or at magical workshops or schools. Still, others dedicate themselves to seeking out evil spell casters who abuse their power.
 
Tenets of the Oath
 Adherents to this Oath swear to seek out and preserve arcane knowledge, to protect those who practice magic from the suspicious masses, as well as protecting innocent people from being abused by practitioners of dangerous magic. Each of these paladins respect the power of the arcanen, and are aware that a certain balance must be maintained to preserve the existence of the world. Their core tenets reflect this dedication.
Seek knowledge. Seek out arcane knowledge and artifacts and preserve them. Use this power to serve the greater good.
Duty. Not all who possess arcane power are worthy of it. Seek out those who willfully abuse or pervert the power of magic and punish them. Seek to undo any harm they may have caused.
Love magic for itself. Magic is a gift. Do not treat it just as a weapon or tool to reshape the world to your will, use it as a way to better the lives of everyone around you.

 Variant Option

 Because paladins of this oath emphasize arcane power more than divine, the radiant damage of the paladin's Divine Smite feature,  might not seem entirely appropriate for the theme of this Oath. For interested players and DMs, the following optional feature can be included as part of this sacred oath when it's taken as part of the paladin's progression:

Arcane Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra Force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an aberration, elemental or monstrosity.

 

Channel Divinity

Arcanist's Boon. You can mold pure magical energy in an eldritch rite using your Channel Divinity. As a bonus action you tap into a well of power within you, and gain a +2 bonus to your spell save DC. This effect lasts for 1 minute, and ends early if you are incapacitated or fall unconscious.

Turn the Occult. You can use your Channel Divinity to abjure aberrations , elementals, and fey. As an action, you utter an incantation, and each aberration, elemental, or fey within 30 feet of you that can hear you must make a Wisdom saving throw. A creature that fails its saving throw is turned for 1 minute or until it takes damage. if the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. it also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. if there's nowhere to move, the creature can use the Dodge action.

 

Oath of Arcana Spells

You gain oath spells at the paladin levels listed.

Oath of Arcana Spells

PALADIN LEVEL

SPELLS

3rd

detect magic, magic missile

5th

flame blade, see invisibility

9th

dispel magic, slow

13th

fire shield, private sanctum

17th

arcane hand, hold monster

Aura of Warding

Beginning at 7th level, you are so suffused with arcane power, that forms a protective aura around you. You and friendly creatures within 10 feet of you have resistance to damage from spells. 

At 18th level, the range of this aura increases to 30 feet.

Theurgy

Your skill in manipulating magic increases. Beginning at 15th level you can use your Channel Divinity feature twice between rests, and beginning at 18th level, you can use it three times between rests. 

Magical Champion

At 20th level, you can become a living embodiment of arcane magic, feeding upon its power as it courses through the world. For example your eyes might glow with unearthly power, or a crackling aura of raw power might surround you. Using your action, you undergo a transformation. For 1 minute you gain the following benefits:

  • You gain a flying speed equal to your walking speed, and you immediately begin hovering 1 foot above the ground.
  • You can cast your paladin spells without any verbal, somatic, or material components (provided they do not have a listed cost.). Additionally whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • You have advantage on Constitution saving throws, as do your allies within 30 ft of you. This effect ends early if you are incapacitated or die.

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

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