Base Class: Paladin
Typically learned men and women, Paladins of the Arcane are knowledgeable usually in only a few areas of magic and not the whole of Arcana. While they may know the more popular spells and magic items, they they struggle in conveying the meaning of arcane writings and glyphs. Many only understand the practical applications and operations of magic. This does not, however stop them from becoming terrifying forces of magic and martial prowess.
Tenets of the Arcane`
Further Understanding- it is your duty as a Paladin of the arcane to deepen your knowledge of the mystic arts, never miss a chance to learn something new.
Secrets- every powerful mage has secrets they want kept, your master is no exception. If you know any, none are to be divulged.
Foster the new Generation- spellcasters are not always common, if you meet a blossoming mage, set them on a path towards their best self
Usurp the Corrupt- not everyone that uses magic uses it for the same goal as you, find them and destroy them
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Arcane Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | burning hands, shield |
| 5th | enlarge/reduce, shatter |
| 9th | counterspell, fireball |
| 13th | blight, wall of fire |
| 17th | creation, insect plague |
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 Absorption. You can use your Channel Divinity to absorb a spell that would affect you. by expending spell slots equal to the level of the spell to bend the weave so the spell only targets the space you are occupying. If it is a spell with a saving throw, you must attempt to save against it, taking no effects if you succeed. On your next turn, if you are able, you may cast the spell as a bonus action without expending any more spell slots. If you do not cast the spell, you regain points to your lay on hands equal to the spell's level.
Assistance. You can use your Channel Divinity to aid your allies against powerful magic. When you see a creature within 30 feet of you make a saving throw against a spell or magical ability, you can use your reaction to add +10 to their roll. You may do this after they roll, but must do it before the DM declares an outcome.
Aura of disruption
Starting at 7th level, you constantly emanate a distracting aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a hostile creature tries to cast a spell while within your aura, it must first make a spellcasting check against your spell save DC. On a success, it may cast the spell,on a failure, it wastes the action it would have used
At 18th level, the range of this aura increases to 30 feet.
Magus Revenge
Starting at 15th level, those who dare to cast a spell against you are physically punished for their foolishness. Whenever a creature hits you with a spell attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
Archmage's blessing
At 20th level, you gain the ability to harness extraordinary magical prowess. As an action, you can magically become an avatar of the Weave, gaining the following benefits for 1 minute:
- Any time you take damage from a spell or magical effect, you instead heal for that amount
- When you are healed by a spell or magical effect, you double the ammount
- While you are above half of your total HP, when you receive healing from this ability, you may instead choose a willing creature within 30 ft to receive it instead.
Once you use this feature, you can’t use it again until you finish a long rest.
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