Base Class: Paladin
A Paladin who takes the Oath of the Arcanist subjects themselves to the vast knowledge within the arcane. They know that this magic can be easily used for evil, so they take it upon themselves to use it for good.
Tenets of The Arcanist
Never stop learning. To enter the arcane, is to be engulfed by it. I must learn so I can help others.
Knowledge is power. The more I learn, the more powerful I become.
Knowledge has no morals. Others can use knowledge for great evil. It is up to me to use it for good.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Arcane Sight. Using your Channel Divinity, you whisper a prayer while holding your holy symbol. As an Action, your eyes coat over with a faint blue aura. For the next hour, you are under the effects of Comprehend Languages and Detect Magic.
Arcane Manipulation. As an action, you can make it easier for an enemy to be affected by spells using your Channel Divinity. Choose one creature within 30 feet of you to make a wisdom saving throw. If the creature fails it’s saving throw, it must subtract your Charisma modifier (minimum of 1) from saving throws against spells for the next minute.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
|
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5th |
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|
9th |
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13th |
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|
17th |
Aura of Benevolence
Starting at 7th level, you can make any spell you cast that targets only you also target another creature within 10 feet of you.
At 18th level, this aura increases to 30 feet.
Gift of the Arcanum
Your research into the arcane has revealed to you a secret called an arcanum, giving you magic outside your domain. Starting at 15th level, when you take a long rest, you can choose to gain one 2nd level arcane tradition feature from any Wizard Subclass (e.g. Chronal Shift, Bladesong, Portent, etc.). You can change your arcanum whenever you finish a long rest, but doing so loses any benefits or effects from the previous feature.
When a feature refers to your Wizard level, you instead use your Paladin level. Likewise, when a feature refers to your Intelligence modifier, you can choose to use your Charisma modifier instead, and if it refers to your wizard spell DC, you can use your paladin spell DC instead.
Arcane Divinity
Starting at 20th level, you can use an action to enter a state where the arcane and the divine within you become one. For the next minute, you have resistance to magic damage and you have advantage on Concentration checks. In addition, you can choose one of the following benefits on each of your turns:
When you cast a spell, if the spell targets one creature, you can instead target two creatures.
When you cast a spell, if the spell has a range of 5 feet or more, you can double the range of the spell.
When you cast a spell, if the spell requires you to make an attack roll, you have advantage on the attack roll.
When you cast a spell, if the spell requires a saving throw, any creature making the saving throw subtracts your Charisma modifier from their roll.
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