Base Class: Paladin
Descended from the Order of Mystic Fire, the Oath of the Mystic Knight is an oath to stand against the misuse of magic and safeguard magical knowledge against those that would abuse it. When a dark mage delves too deeply into the forbidden, when a wizard's careless experiments threaten innocent lives, when an enchantress enslaves a village – at times like these, specially trained paladins are called upon. To these paladins – sometimes known as Mystic Knights – magic is a great and terrible power which must be respected and not abused.
Tenets of the Mystic Knight
Knowledge is Power
Magic and its many forms are as varied as those that wield it. The Mystic Knight must learn of the art and its wielders.
With Power Comes Responsibility
Those with the power to use magic should use it ethically and responsibly. Those who abuse this power must be held accountable.
Magic is a Dangerous Privilege
Not all are worthy of wielding magic, and not all magic is safe to be wielded. Truly dangerous magics should be made unobtainable.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Spell Ward. You can use your Channel Divinity to grant a creature protection from magic. As a bonus action, you present your holy symbol and speak a vow of warding. You grant one creature that you can touch resistance to damage from spells and magical effects for 1 minute.
Turn Summons & Constructs. You can use your Channel Divinity to scatter constructs and creatures summoned by spells (such as conjure animals). As an action, you present your holy symbol and magically command such creatures to flee. Each such creature of your choice within 30 feet of you that can see or hear you must make a Wisdom saving throw. On a failed save, a creature is turned for 1 minute or until it takes damage. If a summoned creature fails the save by 5 or more, it is unsummoned as if the spell that summoned it had ended.
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 Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
Paladin Level | Spells |
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3rd |
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5th |
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9th |
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13th |
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17th |
Arcanology
When you take this oath at 3rd level, your study of magic grants you proficiency in the arcana skill, and you can cast a paladin spell that you know as a ritual if that spell has the ritual tag.
Aura of Spellbane
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Spellshatter
Beginning at 15th level, your attacks become particularly effective at disrupting magic. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
Additionally, when you use your Divine Smite feature, you can make it a Spellshattering Smite. A Spellshattering Smite deals 1d8 less damage than a normal smite, but strips spells and magical effects from the target as if you had cast dispel magic on it.
Mystic Knight
At 20th level, as an action you can surround yourself in a powerful vortex of magical energy and gain the following benefits for 1 minute.
- When you are targeted by a line spell or a spell that requires a ranged attack roll, roll a d6. On a 5 or 6, you are unaffected.
- Once per turn, if you fail a saving throw against a spell or magical effect, you can choose to reroll the saving throw. If saving on a spell allows you to take half damage, you instead take no damage from that spell on a successful save and only half damage on a failed save.
- When you a hit a spellcaster with a melee weapon attack, you can absorb some of its magical reserves. The creature loses its lowest level spell slot and you gain a spell slot of the equivalent level. Any spell slots which exceed your normal spell slot capacity disappear when Mystic Knight ends.
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