Paladin
Base Class: Paladin

The Oath of the Arcane is sworn by paladins who seek to bridge the gap between martial prowess and the arcane forces of magic. These paladins dedicate themselves to harnessing the arcane's vast potential for both protection and power, believing that magic is a force to be wielded with responsibility, discipline, and courage. These knights protect the balance of the magical world, guarding arcane secrets and using their mystical gifts for the betterment of others.

Tenets of the Arcane

Paladins who follow the Oath of the Arcane are bound by the following tenets:

1. Study of the Mysteries.
Magic is a powerful force, one that must be understood and respected. Seek to learn the hidden knowledge of the arcane and hone your understanding of the world’s deepest mysteries.

2. Balance of Magic and Steel.
The arcane arts should complement, not overshadow, martial skill. Balance your sword with your spellbook, knowing when to draw steel and when to call upon the forces of magic.

3. Defend the Unprotected.
Magic can corrupt and destroy, but it can also heal and protect. Use your abilities to defend those who cannot defend themselves, whether from the dangers of magic or those who would misuse it.

4. Protect the Sanctity of Arcane Knowledge.
Arcane knowledge is a tool of great power. Guard magical secrets with your life, and prevent their misuse. Be the shield against those who would abuse magic for their own gain.

Oath Spells

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

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Arcane Wrath.  you can use your Channel Divinity to unleash the power of your arcane mastery. As an action, you can cause your weapon to crackle with arcane energy, making it deal additional force damage. For 1 minute, your weapon attacks deal an additional 1d6 force damage, and you can use your Charisma modifier instead of Strength or Dexterity for attack rolls with your weapon.

Mind Over Matter.  use this feature to regain expended spell slots equal in level to your proficency bonus. so if you have a bonus of 5 then you could regain a 5th level slot, or any combination of lower level slots equal to 5

Aura of Mysticism

 

your connection to magic enhances your presence on the battlefield. You and friendly creatures within 10 feet of you gain advantage on saving throws against spells and other magical effects. 

At 18th level, the range of this aura increases to 30 feet.

Spell Bound Blade

At 15th level, you learn to focus your spellcasting through your weapon. When you cast a spell that targets only one creature, you can choose to deliver the spell through your weapon as part of the same action. Upon hitting a creature with a weapon attack, the creature is affected by the spell as though it were directly cast on them. You may only use this feature once per turn. This effect works with spells that have a range of "Self" or "Touch."

Arcane Ascendant

Arcane Ascendant

At 20th level, you transcend the limits of mortal magic. As an action, you can enter a state of arcane empowerment for 1 minute. While in this state, you gain the following benefits:

  • You can cast any spell you know without expending a spell slot, but you can only cast each spell once per activation of this feature.
  • You can use your reaction to absorb a spell targeted at you and redirect the spell’s energy into your weapon, allowing you to use a weapon attack to deal an additional 4d6 damage (matching the type of the absorbed spell). The redirected spell has no effect on you.
  • Any time you deal damage with a weapon attack, you may have target must make a Strength saving throw against your spell save DC or be pushed 15 feet away from you.
  • You may cast Counterspell or Shield withoust expending a spell slot

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