Paladin Sacred Oath

Oath of the Arcane

Oath of the Arcane

Paladins whom follow the Oath of the Arcane often devote themselves to Mystra. As they train they learn more than just divine magic, learning to harness and master arcane abilities that can oft help them serve their purpose. Due to this, the Oath of the Arcane paladins have a closer affinity with arcane magic, often developing the ability to cast arcane spells and having an increased capacity for magic. It is said that as they grow in ability, they begin to harness the powers of elder wizards, and that their blades can rend the magic that would normally protect their foes.

Tenants

Recover that which is lost

Recover magical artifacts that are lost, and from those whom would abuse their power.

Love magic for itself

Do not treat magic just as a weapon to reshape the world to your will. True wisdom is knowing when not to use magic. Strive to use magic less as your powers develop, for often the threat or promise of its use outstrips its actual performance

Stop those who would use it for ill

Stop those who would use magic and magical artefacts to harm others, expend all strength to stop those who would do such harm

Magic is Art

Those who wield magic are privileged in the extreme. Conduct yourself humbly, not proudly, while being mindful of this. Use the Art deftly and efficiently, not carelessly and recklessly.

Protect those not blessed by the art

Use your magic to shelter those from magical harm when they cannot protect themselves.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath Spells
Level Spell
3rd Detect Magic, Magic Missile
5th Magic Weapon, Mirror Image
9th Melf’s Minute Meteors, Counterspell
13th Banishment, Dimension Door
17th Wall of Force, Rary’s Telepathic Bond

Additional Proficiency

When you take this archetype at third level you learn the Arcana skill. If you already have Arcana you may select another skill of your choice.

Mind more than Heart

Oath of the Arcane Paladins are often highly intelligent individuals, emulating arcane casters. When an Oath of the Paladin would be required to use Charisma for a paladin class skill, spell or ability, you may instead use your intelligence in its place.

Channel Divinity

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

A AmbientRaven/UpsideDownIndividual homebrew

Arcane Knowledge

You may spend your Channel Divinity at any time to bring any one Wizard spell to your mind. The spell may be cast without using up a spell slot when this ability is used, or retained in your mind for 1 minite. You forget the spell after you cast it or after 1 minute, whichever occurs first. The spell’s level can’t be higher than a paladin spell level that you can cast. You may only select spells that have a casting time of 1 Action. All other requirements of the spell remain, including material component requirements, duration and concentration requirement. The spell counts as a paladin spell, and uses your paladin casting stat for any attack roles or save required.

Your holy symbol may be used as your arcane focus. You may only use Arcane Knowledge once, it is not usable again until completing a long rest. You may still use other instances of Channel Divinity as per normal.

Spell-shatter

You can use your Channel Divinity to cause your weapon to shatter magical effects on their target. When you invoke this channel divinity, arcane magic wraps around your blade, enhancing your Divine Smite. For the next minute whenever you perform a Divine Smite, your weapon attacks may dispel a spell effect on the target. To do so make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Your dispel always removes the lowest level spells first.

Aura of Focus

Starting at 7th level you emit an aura of focus, helping ease the casting of friends, and inhibiting foes alike. Whenever you or a friendly creature within 10 feet of you must make a concentration check to maintain focus on a spell, the DC of the save is reduced by an amount equal to your Charisma modifier. Whenever an enemy within 10 feet of you must make a concentration check to maintain focus on a spell, the DC of the save is increased by an amount equal to your Charisma modifier. You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Cloak of Diffusion

Beginning at 15th level you may use your reaction to cast Absorb Elements when targeted by a magical spell. This does not use up any of your spell slots. Absorb elements may also be used against Psychic, Radiant or Necrotic damage, as well as the damage types listed in the spell description. This ability may be used a number of times per day equal to your charisma modifier. After completing a long rest you regain all uses of Cloak of Diffusion

Arcane Supreme

From 20th level your arcane and divine magic intertwine within your mind, granting you knowledge of arcane magics akin to the greatest wizards and sorcerers of the land. You gain the ability to cast one 6th, 7th and 8th level spell from the Sorcerer or Wizard spell list. All features of the spell remain the same, including material component requirements, cast time and duration. If a save is required, you use your paladins spell DC for the effect, and cast the spell using Charisma instead of Intelligence. The spell must be selected at the beginning of each day. After expending your use of the spell slot, you may not cast from that spell level again until completing a long rest.

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A AmbientRaven/UpsideDownIndividual homebrew

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