Paladin
Base Class: Paladin

Paladins who take the Oath of the Luminary are committed to preserving knowledge in all of its forms. Many of them began life as stewards or acolytes of monastic libraries, while others may have found early employment as the bodyguard or assistant of a prolific mage. In any case, Luminaries (as they are often called) have developed ways to blend the divine protection of their chosen deity with the various arcane skills they have cultivated over their lifetime. Upon taking the Oath of the Luminary, these Paladins often find a niche in the defense of mage's towers, acting as traveling emissaries of notable wizards, or simply as independent researchers working to uncover the mysteries of magic.

Oath Spells

3rd-level Oath of the Luminary feature

You gain oath spells at the paladin levels listed in the Oath of the Luminary table. See the Sacred Oath class feature for how oath spells work.

Oath of the Luminary Spells
Paladin Level Spells
3rd mage hand, detect magic, magic missile
5th Nystul's magic aura, magic weapon
9th counterspell, dispel magic
13th arcane eye, polymorph
17th Bigby's hand, wall of force

Channel Divinity

3rd-level Oath of the Luminary feature

As a Magic action, you can expend one use of your Channel Divinity to activate one of the following features:

Magus's Methods. You can use your Channel Divinity to put into practice the basics of your arcane training. As an action, you gain the ability to cast the spells Find Familiar and Identify for the next hour. These spells may be cast as an action instead of their normal casting times, and do not require any material components to cast. A familiar summoned using this feature remains until it is dismissed or until it is reduced to 0 hit points.

Arcane Reprisal. You can use your Channel Divinity to turn the magical forces of your foes against them. When you or an ally you can see within 10 feet of you is targeted by an enemy's spell, you may use your reaction to force the caster to make a Wisdom save (DC equal to your spell save DC). On a failed save, you negate the spell's effects and synthesize its magics for your own benefit. For the next minute after taking this reaction, you may cast the negated spell one time as long as it is of a spell level equal to or less than a spell slot that you have access to. You may cast it at any spell level you have access to without using a spell slot or material components. Any spellcasting attack modifier or spell save DC of the spell are equal to those of your own spells.

Chromatic Smite

3rd-level Oath of the Luminary feature

When casting Divine Smite, you may harness surrounding arcane currents to morph the nature of your attack. You may choose to have the spell deal a type of damage other than radiant. These types include fire, lightning, cold, force, thunder, and psychic. Fiends and undead do not take additional damage from these alternate damage types.

Aura of Acumen

7th-level Oath of the Luminary feature

You emit an aura of alacrity while you aren’t incapacitated. When you and any ally within your Aura of Protection of you cast a spell of 1st level or higher, that creature rolls a d20. On a die roll of 20, that spell does not consume a spell slot. All of its other effects and requirements are unchanged. On a die roll of anything but 20, the spell slot is consumed as normal.

Secret Keeper

15th-level Oath of the Luminary feature

You’ve learned how to observe and interrupt the flow of arcane energy in the midst of battle. Whenever an enemy you can see within 5 ft. of you casts a spell, you may use your reaction to force it to make an Intelligence saving throw (DC equal to your spell save DC). On failure, the spellcasting is interrupted and the spell fails. If the target fails the saving throw by 5 or more, it is silenced and cannot cast spells for the next minute. You may use this feature a number of times equal to your proficiency bonus before a long rest.

Archmage Awakened

20th-level Oath of the Luminary feature

You let loose the floodgates of your arcane knowledge and tap into the essence of archmages past. As a bonus action, you gain the following benefits for 1 minute:

  • You gain a flying speed of 40 ft.
  • You automatically succeed on Constitution saving throws to maintain concentration on spells.
  • When you cast a spell that targets only one creature and doesn’t have a range of self, you may target a second creature in range with the same spell.
  • When you cast a paladin spell that deals damage or restores hit points and doesn't have a range of self, you may have that spell deal maximum damage or restore maximum hit points. If you do, you take 1d8 of necrotic damage for each level of the spell. This damage ignores resistance and immunity.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

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