Paladin
Base Class: Paladin

Study, Protect, and Pass on Knowledge.

Paladins who take the Oath of the Arcane aim to explore the unknown and the mysterious, and share and pass on the knowledge they have gained to others. They believe that this act can ultimately lead the world and the people living in it in the right direction.

These paladins share the following tenets:

  • Do not fear the unknown, but take the lead in researching and turning it into knowledge.
  • Give knowledge and what you gain from knowledge to others.
  • Protect the knowledge and civilization left behind by many intellectuals from being lost.

Level 3: Arcane Initiate

you gain three cantrips of your choice from the wizard spell list. The chosen cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of your cantrips, with another Wizard cantrip of your choice.

Level 3: Oath of the Arcane Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Arcane Spells table, you thereafter always have the listed spells prepared.

Oath of the Arcane Spells
Paladin Level Spells
3 Absorb ElementsDetect Magic
5 Misty Step, Mirror Image 
9 Haste, Dispel Magic
13 Arcane eye, Guardian of Faith
17 Flame Strike, Planar Binding

Level 3: Arcane Smite

Once on each of your turns, Immediately after you cast Smite Spell, you can expend one use of your Channel Divinity and cast one of your cantrips. (no action required).

Smite Spells list
Spells Level Spells
1 Divine SmiteSearing SmiteThunderous SmiteWrathful Smite
2 Shining Smite
3 Blinding Smite
4 Staggering Smite
5 Banishing Smite

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

your weapons are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage

Level 15: Aura of Reflection

If you or a creature within your aura of protection fail a saving throw, you can take a Reaction to succeed instead and then target a creature you can see within 30 feet to suffer the effects of your failed saving throw. You still suffer any effects of a successful saving throw, if any. The new target is entitled to its own saving throw as if it were the original target of the attack but with disadvantage.

Arcane Storm

As a Bonus Action, you can imbue your Aura of Protection with Arcane power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight. You gains a Fly Speed of 60 feet and can hover.

Blur Body. Your body becomes blurred. any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Magic Storm. Whenever an enemy starts its turn in your Aura of Protection, if the creature is Large or smaller, that creature must succeed on a Constitution saving throw or be pushed up to 15 feet away from you. the DC equals the spell save DC from this class’s Spellcasting feature.

 

Activate Arcane Storm

While your Aura of Protection is infused with Arcane power, it grants the following benefits:

Flight. You gains a Fly Speed of 60 feet and can hover.

Blur Body. Your body becomes blurred. any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Magic Storm. Whenever an enemy starts its turn in your Aura of Protection, if the creature is Large or smaller, that creature must succeed on a Constitution saving throw or be pushed up to 15 feet away from you. the DC equals the spell save DC from this class’s Spellcasting feature.

 

Level 20: Arcane Storm

As a Bonus Action, you can imbue your Aura of Protection with Arcane power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Flight. You gains a Fly Speed of 60 feet and can hover.

Blur Body. Your body becomes blurred. any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Magic Storm. Whenever an enemy starts its turn in your Aura of Protection, if the creature is Large or smaller, that creature must succeed on a Constitution saving throw or be pushed up to 15 feet away from you. the DC equals the spell save DC from this class’s Spellcasting feature.

 

Comments

Posts Quoted:
Reply
Clear All Quotes