Base Class: Paladin
Paladins of the Oath of the Magister guard arcane secrets, cursed objects too powerful to be dispelled or act as guards against criminal mages. As a part of this Oath they undergo training not dissimilar to Wizard Schools so as to better understand how to defend against the magics they guard.
TENETS OF THE MAGISTER
Knowledge is Power. Knowledge is the truest strength.
Power Must be Withheld. Some knowledge is too great for even the likes of us, such knowledge must be hidden away from those that would use it improperly.
Abuse of Power is Reprehensible. Those that misuse their knowledge commit the most heinous of sins.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Revoke Knowledge. Whenever a creature within 120 feet of you casts a spell, you may use your Reaction as well as your Channel Divinity to steal the knowledge of the spell from its caster; the creature must make a Charisma saving throw. On a fail they take psychic damage equal to your Paladin level, the spell they were casting fails and they lose the ability to cast that spell again for 1 minute. If the spell is a cantrip or a spell of a level you can cast, you gain the ability to cast that spell for 1 minute; not requiring material components. If it is a spell you currently have prepared, you may cast that spell at will, not expending a spell slot when you cast it for the duration; otherwise you must have a spell slot available to cast spells of 1st level or higher. On a successful save the spell continues and its caster only takes damage equal to half your Paladin level (rounded down).
Arcane Resurgence. As an Action while holding aloft your holy symbol and invoking your Channel Divinity, you and up to Charisma modifier creatures within 30 feet of you have their arcane strength rejuvenated. Yourself and each chosen creature regain spell slots with a combined level that is equal to your Charisma modifier. Each creature chooses what level(s) of spell slots they recover. (Example: A paladin with a Charisma modifier of 3 can restore 3 1st level spell slots, a 1st & 2nd level spell slot or a 3rd level spell slot). Creatures that cannot benefit from recovering spell slots instead gain temporary hit points equal to your Charisma modifier + your Intelligence modifier + your proficiency bonus.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Magister Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Magister Spells
| Paladin Level | Spells |
|---|---|
| 3rd | magic missile, command |
| 5th | spiritual weapon, blindness/deafness |
| 9th | counterspell, dispel magic |
| 13th | confusion, charm monster |
| 17th | synaptic static, modify memory |
Aura of Defiance
At 7th level, your knowledge of magic allows you and those close to you to resist its effects. You and friendly creatures within 10 feet of you have advantage on saving throws against spells and other magical effects.
At 18th level, the range of this aura increases to 30 feet.
Reflective Force
At 15th level your aura can now reflect elemental magics. Whenever you or a friendly creature within your aura takes fire, cold, lightning, acid, radiant, necrotic or force damage you can use your Reaction to grant the chosen creature resistance to the triggering damage type until the start of your next turn provided they remain within your aura. Additionally as part of the same reaction, you can force 1 creature within your aura to make a Dexterity saving throw, on a fail the creature takes force damage equal to the amount of elemental damage as the creature you protected; successful save takes half damage.
If you use this Reaction in response to you or a friendly creature taking damage from the spell Magic Missile you instead redirect all missiles targeting creatures within your aura. You may then direct all of these missiles to a single target of your choice within your aura or simply scatter them into the ground dealing no damage. A creature hit by these missiles only takes 1 instance of damage for the purposes of Concentration checks however they are automatically hit by all of them as per usual casting of the spell, no saving throw involved.
Unleash Knowledge
At 20th level you remove the limitations on your brain to gain the knowledge of all magic in the universe. As an Action you assume a form where your eyes glow with arcane power, unreadable runes flow across your skin like veins and periodically form arcane equations in the air around you for 1 hour. While in this form you gain the following benefits:
- You gain a flying (hover) speed equal to your walk speed.
- You gain 120 feet of truesight
- You become immune to any effects that would lower your Intelligence, Wisdom or Charisma scores.
- Your spell save DC now equals 8 + your Charisma modifier + your Intelligence modifier + your proficiency modifier.
- You gain access to all spells of 1st level and higher from all classes.
- You regain all expended spell slots and gain the same amount of spell slots per spell level equal to a 20th level Wizard. (Spell slots of 6th level or higher cannot be used for Divine Smite).
The form ends early if you run completely out of spell slots or if you are rendered unconscious. When the form ends you lose access to all spell slots above 5th level. In the event dispel magic is cast on you at 9th level you must make a Charisma saving throw. On a success nothing happens, on a fail your form ends early and you have disadvantage on all Intelligence, Wisdom and Charisma checks and saving throws until you take a long rest or greater restoration is cast on you. When the form ends you cannot use this feature again for 24 hours.
Previous Versions
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1/8/2021 10:49:08 AM
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13
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4
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1.0
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Coming Soon
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