Base Class: Paladin
Sometimes called Mage Knight, paladins of the Spellscarred are chosen by the Weave as its defenders and to hamper those who would use magic on ways that damage it. They keep the balance of magic, though they are not entirely privy to its secrets, making them no more skilled with it than other paladins.
The power of a Mage Knight comes directly from raw, primal power instead of a deity, making their spells arcane in nature.
Channel Arcana
You do not serve any god or order of mortals. You serve magic itself. Instead of the normal Channel Divinity, you can Channel Arcana, entwining yourself with the Weave, granting access to the following Channel Arcana options:
Arcane Incarnate
You use your Channel Arcana to cover yourself in an invisible energy (the type is chosen each time you use this option), until the end of your next turn. You are immune to damage of the chosen type and when you are hit by a melee attack, deal half the damage taken, rounded down, to the creature that hit you and it is of the chosen type.
Maelstrom of Magic
1.) You create a wave of force that expand 15ft from you in all directions. Creatures in its path must make a Dexterity saving throw or take 3d4 force damage and be pushed to its outer limits. On a successful save creatures take half damage and aren't pushed.
2.) You create a wave of force that converges on you from 15ft in all directions. Creatures in its path must make a Dexterity saving throw or take 3d4 force damage and be 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.
Aura of Supression
Starting at 6th 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 attack and spell damage rolls.
Additionally, starting at 18th level, 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 reflect that spell back at its caster. You may use this feature of Aura of Supression 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 all 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. 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 non-damaging effects of spells and spell-like abilities.
- When a creature succeeds on a save against a spell you cast, you may use a bonus action to force that creature to reroll that save, taking the new result.
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