Base Class: Paladin
The Oath of the First Magics utilises the primal magic that runs deep through the heart of the world, and reaches into the souls of every citizen. Often ignored by scholars in favour of manipulating the weave, a much easier pursuit. However, some have an unnatural connection to this overlooked magic. Followers of the First Magics are those gifted people. They made use of this gift to bring order and good to this world.
DISCLAIMER: Primal magic is something I made up for my campaign, it functions similarly to weave magic. I wouldn't recommend playing this in a game.
Oath Spells
You gain oath spells at the paladin levels listed. Half of these are custom spells I've made, see how they work below :)
Oath of the First Magics Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Detect magic, Ancient curse |
|
5th |
Primal retribution, Silence |
|
9th |
Dispel magic, First One's blessing |
|
13th |
Banishment, Replenish magic |
|
17th |
Conjure elemental, Destructive savagery |
Ancient Curse
1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: 1 minute, concentration
You mutter an ancient curse directed at a target you can see. That target has a -1 to each d20 roll it makes, also, whenever you miss an attack against the cursed target, you can make the attack hit, ending this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the penalty to dice rolls increases by 1 per level of the slot used to cast this spell.
Primal retribution
2nd-level evocation
Casting Time: 1 reaction
Range: 5ft
Components: V, S
Duration: Instantaneous
When an enemy hits you with an attack, you lash back with primal ferocity, make a melee weapon attack against the target, on a hit, the target takes the weapon damage plus half the damage they dealt to you. On a miss, the target must make a strength saving throw or be knocked back 10ft and be knocked prone as the weapon strikes the ground.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target no longer takes half damage, but rather full damage.
First One's Blessing
3rd-level enchantment
Casting Time: 1action
Range: 60ft
Components: V, S
Duration: 1 minute, Concentration
Choose a number of targets you can see within range. You gain a pool of d4s equal to the spell's level + your spell casting ability modifier. A chosen target can expend a number of d4 of their choosing to add to a roll of their choice, once the pool of d4 is depleted, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it increases the number of d4 in the pool by 1.
Replenish Magic
4th-lvl conjuration
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: instantaneous
Touch an ally within 5ft of you. They regain a level of spell slots equal to the level this spell was cast at.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may restore another level of spell slots for your ally.
Destructive Savagery
5th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack roll against an enemy you can touch. On a hit, the target takes 1d8 per damage type, except bludgeoning, slashing and piercing. This is a total of 10d8. 1d8 fire + 1d8 cold + 1d8 thunder + 1d8 lightning + 1d8 necrotic + 1d8 radiant + 1d8 acid + 1d8 poison + 1d8 psychic + 1d8 force.
Aura of Focus
Starting at 7th level you, and any friendly allies within 10ft of you, gain advantage on concentration saving throws OR a +1 to spell attack and spell save DC. You decide the effect whenever you finish a long rest, you can change this effect each short/long rest.
This effect increases to a 30ft range at 18th level.
Magic Resistance
At 15th level, you gain advantage on saving throws against magic. You also gain a +2 to magical effects not covered by the first part of this feature. For example, if a mage casts fear, you would have advantage on the saving throw against that, however you wouldn't gain advantage against a dragon's fire breath, rather, you would get a +2 to the saving throw.
Primal Guardian
At 20th level, you appear to look like a colossal elemental, choose an element: Fire, Water, Air or Earth.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
Your size is huge
You can choose an enemy that can see you, they must make a wisdom saving throw against your spell save DC or become frightened of you for a minute, they can repeat the saving throw at the end of each of their turns
If you chose fire you gain the following benefits:
You gain a 2d8 fire damage bonus to each attack you make.
Whenever you hit with a melee attack, the enemy must make a constitution saving throw or be burnt. They take 1d8 fire for every turn the fire is on them, they must use an action to put out the fire, this does not affect enemies who are immune/resistant to fire.
If you chose air you gain the following benefits:
You gain a 2d8 lightning damage bonus to each attack you make.
You gain a flying speed of 60ft and can make your melee attacks at a range of 60ft
If you chose water you gain the following benefits:
You gain a 2d8 cold damage bonus to each attack you make.
You are able to push an enemy back 10ft for each attack you make.
If you chose earth you gain the following benefits:
You gain a 2d8 bludgeoning damage bonus to each attack you make.
Once per turn you can attempt to trap an enemy with the earth around them, they must make a dexterity saving throw against your spell save DC or be restrained for 1 minute, they can repeat the saving throw at the end of each of their turns.
Once you use this feature, you can't use it again until you finish a long rest.
Channel Divinity
Convert Magic. As an action, you clap your hands together, and create a pool of d6 equal to half your charisma modifier(minimum of one). All current magic in a 60ft radius around you in dispelled, as if under the effects of Dispel Magic, any ally within 60ft of you must make a DC 20 concentration saving throw, or have their spell dispelled. The magic presents itself in your hands and for each effect you gain a d6, which is added the pool of d6s. You can use these dice to do one of these effects
- Restore a level of spell slots equal to a quarter of the numbers rolled on the dice, rounded down. For example, if you dispel 3 effects and have a charisma modifier of 16, you would roll 4d6, let's say you rolled a 4,2,1,4, you would be able to restore 2 levels of spell slots, either 2 1st level spell slots, or 1 2nd level spell slot.
-Fire the magic back at your opponents. Choose a point within 60ft, each creature within (10 x the number of d6 in the pool) must make a constitution saving throw or take damage equal to the number of d6 in the pool, of a damage type of your choosing, other than bludgeoning, piercing and slashing.
Once you have used this channel divinity, you cannot do so again until you finish a long rest.
Turn the Magical. As an action, you present your holy symbol and speak a prayer censuring Aberrations and Elementals, using your Channel Divinity. Each aberration or elemental that can see or hear you within 30 feet of you must make a Wisdom saving throw. 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.
Previous Versions
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9/28/2023 11:12:11 PM
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Coming Soon
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