Paladin
Base Class: Paladin

An oath to perfect the art of blade and spell. 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Magus Spells
Paladin Level Spells
3rd Thunderwave, Burning Hands
5th Invisibility, Misty Step
9th Lightning Bolt, Fireball
13th Dimension Door, Greater Invisibility
17th Mislead, Mass Cure Wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

SpellStrike. As a bonus action, you can apply the following effect: Once during this turn, if you hit a creature with a melee weapon attack, you can cast a spell that fits the following criteria (is 1st through 5th level, is either an action or bonus action to cast, and its duration is instantaneous). When you cast the spell, you can choose any number of creatures within the spells range, and they succeed on any of the spell's saving throws. The target of your melee attack has disadvantage on any saving throws caused by your SpellStrike spells. Any Spell you cast using this feature that requires a spell attack roll must target the creature you did the melee attack on and automatically hits the creature. You cannot use SpellStrike the same turn you use Divine Smite.

DispellingStrike. When a creature within range of a melee weapon attack from you attempts to cast a spell, you can use your reaction to make a melee weapon attack against them. They take no damage from this attack. Instead, you can roll a skill check using your spellcasting modifier against a DC of (10 + the target spell's level). If you miss the creature with the attack, you roll at disadvantage. If you hit the creature with the attack, you roll at advantage. Advantage or disadvantage from this ability check cannot be modified. On a success, the spell ends. 

Arcane Aura

Starting at 7th level, you begin to understand ways to alter the magic around you to bolster you and your allies blades. 

Whenever you use your Divine Smite or Improved Divine Smite, you can choose one of the following damage types: Fire, Poison, Cold, Acid, Thunder, Lightning, Radiant, or Necrotic. You create a 5ft radius Arcane Aura around you matching the chosen damage type and lasts for a minute or until dismissed. Any damage rolls from melee attacks you or your allies make within the aura can have the damage type of all their damage change to match your current Arcane Aura. Creating another Arcane Aura removes any previous Arcane Auras.

At 18th level, the range of this aura increases to 10ft. 

Distant Dispellmant

At 15th level, when you make an attack using your DispellingStrike feature, you can do so up to a range of 15ft. 

Supreme Spellstrikes

At 20th level, You've mastered the art of blade and magic. You can use your Channel Divinity: SpellStrike and DispellingStrike features without needing to expend a use of Channel Divinity. 

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