Paladin
Base Class: Paladin

The Oath of Mystery calls to paladins who seek to protect the foundation of magic, and to protect others from its misuse. Paladins who swear this oath believe those who misuse or disrupt the flow of magic that weaves through the world must be stopped at all costs. Their oath bestows upon them techniques to protect themselves from hostile spells, to dispel their effects, and even restrict creatures' abilities to access magic. These paladins strive to locate and protect lost sources of ancient magic, serve as guardians for centers of arcane knowledge and practice, and seek out threats to the natural fabric of magic.

Though the exact words and strictures of the Oath of Mystery vary, paladins of this oath share these tenets.

Magic is Potential. Magic is the energy woven into the very fabric of the universe. It can create and destroy, attack and defend; it has limitless possibilities.

Magic is Valuable. When magic is lost, the world becomes a darker place. Finding and disseminating lost magic is nothing short of a defense against ruin.

Magic is Power. Magic can help or harm, enlighten or obscure, end or cause suffering. Treat it with respect and treat those who abuse it with righteous indignation.

Channel Divinity

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

Disrupting Strike. When you hit a creature with a weapon attack, you may expend one use of your Channel Divinity to disrupt that creature’s connection to magic. Any spells of a level equal to or lower than your highest spell slot are dispelled. For each other spell, make an ability check using your Charisma modifier until there are no spells left or you fail the check. The DC equals 10 + the spell's level. On a successful check, the spell ends. If the weapon is not already magical, it becomes magical for the attack.

Arcane Fount. As an action, you may expend one use of your Channel Divinity to prepare one Wizard spell of a level you have a Paladin spell slot for. It is considered a Paladin spell for you and you have it prepared until you cast the spell or take a short or long rest. You may choose to cast it immediately by expending a spell slot; if so, instead of taking an action to Channel Divinity it takes the same time as the casting time of the spell.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

PALADIN LEVEL

SPELLS

3rd

detect magic, identify

5th

magic weapon, see invisibility

9th

counterspell, dispel magic

13th

arcane eye, fire shield

17th

arcane hand, wall of force

Aura of Infusion

Starting at 7th level, you and friendly creatures within 10 feet of you deal additional damage with magical weapon attacks and spells equal to your Charisma modifier.

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

Improved Disrupting Strike

Beginning at 15th level, when you use your Disrupting Strike ability the creature must make a Charisma saving throw; on a failure, the creature cannot cast spells or use magical abilities for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

Arcane Conductor

At 20th level, as an action, you can channel the fabric of magic through your being, becoming a glowing avatar of magical essence. For 1 minute, you gain the following benefits:

  • You have advantage on saving throws against spells and magical effects, and resistance to damage from spells and magical effects.
  • Enemy creatures within 30 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  • You may use your Channel Divinity once per round.
  • You ignore the effects of antimagic zones.

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

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2018 11:58:06 PM
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