Base Class: Paladin
Many religious factions often have a sacred place, a holy city; a sacred forest; a divine land amongst natures and beasts. These places are the primary source of their faith, as they connect the followers of god with the deity they worship. As many would gather around, religious groups such as these can gain power and influence that could rival kingdoms and nations. However, you may find that not all forms of holy groups are traditional.
Introducing a religious group that worships magic, the Ministry of Magic (M.O.M) is one of the unorthodox worshippers who does not follow the conventional system. They stray not from scientific thinking and can be seen as a bureaucratic government, attuning their mind to the gods of magic: Lloyd, Selena, Enki, Odin, and Thoth. The Ministry of Magic proactively raises awareness of the greatness of magic, to convert many to abandon inadaptive lifestyle and encourage the world to advance the prosperity of magic. Turn the world around! Advance your magic! Join us to pursue the path of truth!
There are many roles in the Ministry of Magic, including the Ministers, civil servants of magic; the Magistrate, judges, and administrators of magic usage; and the Magister, the paladin army endowed with magical divinity. As a Magister, you uphold the order of peace within the Minister of Magic, exercising your power to detain and punish those who misuse magic for foul reasons. You've been blessed by one of many gods of magic to serve the Ministry, as you gain a special task. With the surging popularity of Twilight Travelers, the Ministry tasked you to spread the word of the Magistry, with hopes that you would one day be an apostle of gods.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Force Weapon. As a bonus action, you create a weapon out of magical force for 10 minutes (only one can exist simultaneously). The weapon can be any base form except for firearms, dealing additional force damage equal to half your character level. Upon hitting a target, you may end the weapon and deal half your level amount of d6 damage.
Magical Trace. As an action, you attempt to trace the origin of a magic you can see. Using this, you may trace its path as if you are tracing other things like animal footprints (DM discretion).
Oath Spells
You gain oath spells at the paladin levels listed.
*) add manually
Oath of Magistry 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 |
Aura of Magic
When you reach 7th level, you gain an aura of magic that have a radius of 10 feet. When you or an ally casts a spell using their spell slots or item charges, roll a d6. On a 6, item charges used for spellcasting are not expended, and if it's a spell slot, it is not expended if it is equal or lower to the paladin's highest spellslot.
At 17th level, the range extends to 30 feet, and this 1d6 recharge roll activates on a 5 and 6.
Magical Acuity
At 15th level, you gain the ability to harmonize magical elements. When you or a creature within 60 ft. of you would have failed their concentration check to maintain their spell, you can use your reaction to make that check succeed. Additionally, once per turn, when a creature within 60 ft. of you takes damage from a spell, you can add the damage equal to your paladin level.
Divine Magic
Beginning at 20th level, you are adept at combining divinity with magic. As a bonus action, you can transform into a magically adept form. The transformation lasts for 1 minute and can't be used again until you finish a long rest.
- When you expend a spell slot, it is considered the highest spell slot you have.
- When you roll a natural 20 on your attack roll, the target gains -1 saving throw bonus for one minute (stacks up to proficiency bonus).
- When a creature you can see casts a spell, you may nullify it, ending this transformation.
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