Paladin
Base Class: Paladin

The Oath of the Arcane is sworn by those who have an adoration for magic and knowledge. Some paladins that swear this oath are wandering scholars, willing to delve into the most dangerous situations to attain knowledge or lost magical artifacts or arts. Most join magic guilds or orders to act as wardens against magical threats and those that would misuse magic. Those that join magic societies usually seek to convince others that magic is a marvel that should be respected and appreciated rather than feared, shunned, or meet with superstition. Like other paladins, many who swear this oath also devote themselves to gods, specifically those gods whose domains include knowledge or magic. Unlike many other paladins however, arcane paladins often lean more towards neutrality, willing to bend conventional rules or cast aside a sense of honor or justice if it means gaining or protecting knowledge, serving a greater good, or maintaining cosmic balance.

Arcane Initiate

When you take this oath at 3rd level, you gain proficiency in the Arcana skill and gain the prestidigitation cantrip.  If you already have proficiency in Arcana you may choose Religion, Nature, History, or Investigation instead.

Channel Divinity

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

Channel Arcana. You use your Channel Divinity to temporarily pull arcane knowledge directly from the weave. As an action, you can prepare one spell with a casting time of 1 action or 1 bonus action on the wizard spell list which stays prepared for up to an hour or until you cast it. The spell can be no higher than the highest level paladin spells you are capable of casting. Alternatively you may use this feature to cast a wizard spell off of a spell scroll as if you were a wizard.


Arcane Abjuration. You use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Arcane Spells

PALADIN LEVEL

SPELLS

3rd

Detect Magic, Magic Missile

5th

Magic Weapon, Mirror Image

9th

Counterspell, Magic Circle

13th

Arcane Eye, Banishment

17th

Contact Other Plane, Wall of Force

Aura of Abjuration

Starting at 7th level, when you or any allies within 10 feet take damage you can create an arcane ward within the range to reduce that damage.  As a reaction, you can expend a spell slot to reduce the damage taken by creatures you choose within 10 feet by an amount equal to three times the spell slot level plus your Charisma modifier.  At 18th level, the range of this aura increases to 30 feet.

Spell Shatter Strikes

Beginning at 15th level, when you use Divine Smite using a 3rd level spell slot or higher you may add a dispelling effect to your attack. When you do this, the target of your attack is stripped of magical effects as if Dispel Magic were cast on it at a level equal to spell slot expended for the Divine Smite. You may use this feature a number of times equal to you Charisma modifier (minimum of once).  You regain all expended uses at the end of a long rest.

Champion of Magic

At 20th level, you can ascend into a state of heightened magical ability. As an action, you become an avatar of raw arcane ability, gaining the following benefits for a minute:

  • You can cast 1st level spells and use Divine Smite as if using a 1st level spell slot without expending any slots.
  • When you expend a spell slot, creatures of your choosing within 30 feet take force damage equal to twice the level of spell slot used.  
  • You can maintain concentration on two spells at once. When you would make a Constitution saving throw to maintain concentration,  you only make one check for both spells. If you are still concentrating on two spells when this effect ends, you choose which of the spells end.

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

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