Oath Spells:
You gain oath spells at the paladin levels listed
Oath Of Arcanism Spells |
|
Paladin Level |
Spells |
3rd |
Shield, Detect Magic |
5th |
Silence, Shatter |
9th |
Counterspell, Melf's Minute Meteors |
13th |
Fire Shield, Storm Sphere |
17th |
Legend Lore, Steel Wind Strike |
Magic Knowledge:
As a devoted arcanist investigator, at 3rd level when you take this oath, you gain proficiency in the Arcana skill and you learn a cantrip of your choice between Prestidigitation, Thaumaturgy or Druidcraft.
In addition, inteligence can now be your spellcasting ability instead of charisma and any paladin feature refering to your charisma can now use your inteligence instead. Lastly, your Divine Smite and improved Divine Smite features may deal force damage instead of radiant damage.
Channel Divinity:
When you take this oath at 3rd level you gain the following two Channel Divinity options.
Improvise Spells: As an bonus action action, you can bring arcane secrets to your mind and learn all about them. You learn one spell from the Wizard spell list and can cast it as a paladin spell that spell must be of a level of spell you are able to cast and you have it prepared until you finish a short or long rest or you use this channel divinity again.
Minor Arcane Recovery: As an action, you gather the magic around you to recover expended spell slots. The spell slots can have a combined level that is equal to or less than fourth your paladin level (rounded down) and none of the slots can be higher than 3rd level
Aura Of Arcanism:
Magic you wield can empower or weaken spells. Starting at 7th level choose an aura mode: Augment Field or Stasis Field. You can change this mode whenever you finish a short or long rest.
Augment Field Mode: You and creatures of your choice within 10 feet of you gain a bonus to spell damage rolls (once per spell) equal to your charisma modifier
Stasis Field Mode: Damage from spells that would be dealth to you or creatures you choose within 10 feet of you is reducen by an amount equal to your charisma modifier
At 18th level, the range of this aura increases to 30 feet.
Magnanimus Arcanum:
You are able to reach higher magic powers, even further than any other paladin. Starting at 15th level whenever you would cast a spell you may increase the spell level by half your spellcasting ability modifier rounded down. Once you use this ability, you can't use it again until you finish a long rest.
Lord Mage Knight
At 20th level you have mastered spellcasting to the point of becoming a paragon of a magic wielding being gaining the following benefits:
- You gain two additional spell slots, one of 7th level and other of 6th level You regain these spell slots normally fter you finish a long rest.
- You learn two 7th level spells and two 6th level spells from the cleric and/or wizard spell list, those are considered paladin spells for you and doesn't count against the number of paladin spells you can prepare each day.
In addition, as an action, you can surround yourself with a phantasmal aura that displays heavy magic energy. For 1 minute, you and creatures you choose within 30 feet of you have advantage on saving throws from spells and the rest within range have disadvantage on saving throws from spells.
Once you use this feature, you can't use it again until you finish a long rest.
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