Paladin
Base Class: Paladin

A powerful paladin who has taken an interest in the art of wizardry. Combining the power of swordsmanship and magic to become a powerful warrior, capable of immeasurable skill and prowess. They gain their abilities from the power of a fallen wizard spirit that watches over the taker of this path and grants her his strength and power when he sees fit. With all these abilities, she is known by one title: Mage Knight.

Arcane Oath Spells

You gain Oath Spells at the paladin levels listed. In addition, whenever you gain any Oath Spells in this class, you can learn an additional Wizard spell that you can cast normally as if it was a prepared Paladin spell.

LEVEL SPELLS
3rd Ice Knife, Magic Missile
5th Magic Weapon, Scorching Ray
9th Fireball, Sleet Storm
13th Fire Shield, Ice Storm
17th Cone of Cold, Telekinesis

Channel Divinity

Upon taking this oath at 3rd level, you learn the following two channel divinity options.

Channel Divinity: Magical Release - You release most of your divine and arcane energy to create a ten-foot shock-wave that deals 1d20 plus your strength modifier bludgeoning damage.

Channel Divinity: Hidden Weapon - As an action, you turn one weapon you are currently wielding Invisible for the duration of 5 minutes, granting you advantage on attack rolls with that weapon. The effects can be dispelled early using Dispel Magic or Antimagic Field.

Magical Rejuvenation

At 7th level, your arcane energy has granted you an additional means of healing yourself in battle. As a bonus action, you can channel your arcane and divine magic and regain 2d8 hit points and cure one condition or disease affecting you. This feature can be used a number of times equal to your Wisdom modifier (minimum of one) before taking a short rest.

Arcane Knowledge

At 15th level, your interest in the arcane arts has granted you the ability to cast spells only an experienced wizard could. Choose two Wizard spells of 6th level or higher (excluding 9th-level spells) to prepare and cast as a Paladin spell once per long rest.

Arcane Battlefield

At 20th level you gain the Mage Knights most powerful attack, Arcane Battlefield. As an action, an area within a 300-foot radius centered around you becomes surrounded by divine and arcane energy, dealing 3d20 radiant damage to all enemies before everyone within the radius are put under the effects of Antimagic Field until their next turn. Once this action is used you will require a long rest before using this again.

Previous Versions

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