Paladin
Base Class: Paladin

Wizards first grasped the knowledge of magic for themselves, but now so too have the Azurite knights. Also known as spellswords, mystic knights, or the hex knights, these warriors have trained both their bodies and their minds. They use whatever edge they can to battle the threats that would endanger those they are charged to protected while also trying to delve into further secrets of the arcane. 

Tenets of the Arcane

Preserve knowledge: Fight to keep yourself alive so that you might share what you know with others and protect those that have knowledge are willing to share.

Uncover secrets: Knowledge must not be hoarded. If there are those that would hide, or keep it to themselves greedily, you must liberate the knowledge from its oppressors.

Challenge the mind: You must keep your mind sharper than any blade as that is your true weapon.

Arcane Warrior

You gain proficiency in arcana if you do not already have it. Additionally, you learn two cantrips of your choice from the wizard spell list. They count as paladin spells for you, and charisma is your spellcasting ability for them.

Oath spells

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

Oath of the Arcane Spells
PALADIN LEVEL SPELLS
3rd shield, detect magic
5th misty step, mirror image
9th counterspell, pulse wave
13th dimension door, banishment
17th synaptic static, wall of force

Channel Divinity

3rd-level Oath of the Arcane feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Studious mind . You can expend a use of your Channel Divinity to fuel your spells. As a Action, you focus the arcane energy in your body to restore itself causing your expended spell slots to replenish. The spell slots can have a combined level that is equal to or less than half your paladin level (rounded up).

Arcane shield. You can expend a use of your Channel Divinity to manipulate the energy of another's spell work. When you see a spell being cast, as a reaction, you attempt to interrupt a creature in the process of casting a spell. If the spell cast is a level equal to half your paladin level (rounded up), it automatically fails. If the spell is above this make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Aura of the Mage

7th-level Oath of the Arcane feature

You emit an aura of arcane energy while you aren’t incapacitated. You and any creatures of your choice within 10 feet of you has resistance to magical damage.

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

Spellsword's Arsenal

15th-level Oath of the Arcane feature

Whenever you make an attack action, you can cast a cantrip as bonus action.

Mystic surge

20th-level Oath of the Arcane feature

You spark your arcane power to manifest power throughout your body. As a bonus action, you gain the following benefits for 1 minute:

You can cast spells that have a casting time of 1 action as a bonus action.

Enemy creatures within 10 feet of you at the start of their turn, take force damage equal to your spellcasting modifier.

Attacks you make do an additional 2d8 force damage.

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

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