Paladin
Base Class: Paladin

Spellknights are uncommon paladins who serve gods of magic and knowledge. Their zeal grants them arcane spells and the tools to counter them. They may not be able to cast spells as powerful as wizards can, but they are adept at combining arcane and divine into an armored, spell-slinging, champion.

They typically see themselves as both protectors from the arcane and protectors of the arcane. They hunt undead and secure dangerous artifacts, while also ensuring ethical wizards have safe room to study or protecting the territory of magical creatures.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Arcane Reflection. As a reaction when you or an ally affected by your aura is targeted by a spell that only targets one creature, you can reflect the spell back at them. Make a skill check using your spell casting ability, with the DC being 10 + the spell’s level. The caster becomes the target of the spell and you become the new caster, using the original caster’s spell save DC or spell attack modifier.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Spellknight Spells

Aura of Engagement

Starting at 7th level, enemy creatures within 10 feet of you have their movement speed halved and have disadvantage on Dexterity saving throws.

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

Armored Concentration

Beginning at 15th level, while concentrating on a spell, your concentration cannot be broken as a result of taking damage.

Magical Bulwark

At 20th level, as an action, you manifest a suit of magical armor for 1 minute, which protects you from magic and lets you absorb other magic. When you use counterspell or dispel magic to negate a spell, the next spell you cast (including Divine Smite) deals maximum damage. You also gain resistance to damage from spells and immunity to the blinded, paralyzed, and petrified conditions.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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3/11/2020 1:55:46 AM
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