Paladin
Base Class: Paladin

Spell-Scarred

Spellscarred Paladins have one thing in common across the vast amount of races that have sworn this Oath. Large portions of their bodies are covered in painful scar tissue. Often times covering entire sides of their faces, the upper portion of their back, shoulders or arms. These scars are a constant source of pain and suffering for these Paladins, sometimes resulting in these Paladins turning to Ilmater, and the darker ones to Loviatar, but most of these Paladins have turned their backs on the gods, just as the gods turned their backs on the world when the Spellplague ravaged the lands. These scars, while painful, are part of the source of their power. In times of extreme distress, or when the Paladin uses their abilities, or spells, these scars ignite with blue flame (or whatever color you as the player want) and the Paladin's burn with the same arcane fire, as the Spellplague within them fuels their abilities.

Arcane Power

A Spellscarred Paladin has one more difference to them that makes them differ from normal Paladins; Spellscarred Paladins don't get their ability from a divine being, their powers rely solely on the Weave and manipulating Arcane Magic rather than being a conduit for Divine Magic (Author notes that technically as the Weave is Mystra, they could still be considered Divine Spellcasters, but in this, they are not)

Oath Spells

When you take this Oath at 3rd level, and as you gain power as a Spellscarred Paladin, you gain access to additional spells that are always prepared for you.

3rd Level: Magic Missile, Shield
5th Level: Arcanist's Magic Aura, Blur
9th Level: Dispel Magic, Glyph of Warding
13th Level: Banishment, Stoneskin
17th Level: Arcane Hand, Planar Binding

Channel Arcana

Instead of Channeling a Divine Being's power, you reach out into the Weave and channel the Arcane Magics there. When you take this Oath at 3rd level, you gain the use of two additional Channel "Divinity" Options

Arcane Incarnate

You use a reaction and expend a use of Channel Divinity to cover yourself in a cloak of invisible energy, chose a damage type upon activation, until the end of your next turn, you are resistant to that damage type, and reflect half the damage taken (a quarter of the total damage rounded down) back at the next enemy that hits you with a melee attack.

Maelstrom of Magic

As an action, you expend a use of Channel Divinity and create a maelstrom of arcane energy around you. For the next minute you can use a bonus action on your turn to cause one of the following two effects;

- You create a wave of force that expands 15ft from you in all directions. Creatures that you choose, within its path must Succeed on a Dexterity Saving Throw against your Paladin Spell Save DC, on a fail they take 3d4 force damage and be pushed to the outer limits of the wave, on a successful save they take half damage and are not pushed.

- You create a wave of force that converges on you from 15ft in all directions, creatures that you choose, in its Path must make a Dexterity saving throw against your Paladin Spell Save DC; on a failure, they take 3d4 force damage and pulled as close to you as possible, on a successful save, creatures take half damage and aren't pulled.

Oathscarred

At 3rd level when you take this Oath you are scarred by the weave as a sign of your vow, searing arcane power into your physical essence. When you gain this feature you learn two cantrips of your choice and one 1st level spell of your choice, from the Wizard and Sorcerer class spell lists. 

Pick either the Magic Initiate: Wizard Feat, or the Magic Initiate: Sorcerer Feat, you will have to do this manually in your character sheet.

Aura of Suppression

Starting at 7th level you may use your action to emanate an aura that suppresses the effects of magic inside of it. This aura extends 15ft from you, and friendly creatures within it have resistance to damage from spells and hostile creatures within it have disadvantage on spell attacks against anyone within the Aura.

Additionally, starting at 18th level this Aura extends to 30ft, and when a friendly creature you can see within your aura is targeted by a spell of 5th-level or lower, you may use your reaction to make a check using your spell attack modifier (sort of like Counterspell) to reflect that spell back at its caster. You may use this feature of Aura of Suppression a number of times equal to your Charisma modifier (min. 1). You regain all uses after a long rest.

Arcane Crusader

You have learned to wield the magic of your enemies as a weapon against them. Starting at 15th level when a spell or spell-like ability fails to overcome your AC, you may use your reaction to absorb the excess magical energy to create an arcane charge (max. 3). You gain +1 to your AC for each charge stored, and may choose to expend one or more charges when you hit with a melee attack to add 1d4 force damage per charge expended.

Agent of the Weave

At 20th level you can become an avatar of magic, your scars ignite and burn with chaotic, painful magic. Once per long rest, as an action, you can invoke your connection to the weave to dictate the use of magic around you. You gain the following benefits for 1 minute:

Any non-magical weapon attacks you make are considered magical, and deal an extra 2d6 force damage (even if that attack is already magical)
You gain +5 AC and resistance to magic. You do not need to make saves to maintain concentration on spells.
You become immune to the detrimental effects of spells and spell-like abilities. 
When a creature succeeds on a save against a spell you cast, you may use a reaction to force that creature to reroll that save, taking the new result.

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