Oath of Arcana

To the world's majority these paladins are perceived akin to judges as opposed to knights of pure virtue. Paladins who swear upon this oath are individuals often dedicated to prevent any and all disturbances in the weave. They are trained to hamper it's presence and focus on pursuing greater evils in the universe, such as liches or ilithids, preventing them from returning whenever possible.

Tenets of Arcana

Those who respect magic oft go agaisnt mischief and recklessness.

Harness. Use the weave like any other, but strictly avoid it to incite disorder.

Judge fairly. Not all error is purposeful, and no misuse guilty, cast your judgement solely on those who harbor it for ill intent.

Enlighten Others. Knowledge is to be shared. Enrich others with yours and garner the lore of others. Only through caution and fair use of magic can mishaps be avoided.

Oath Spells

Paladin Levels Spells
3rd identify, magic missile
5th see invisibility, hold person
9th nondetection, counterspell
13th otiluke's resilient sphere, mordenkainen's hound
17th geas, dominate person

Channel Divinity

Weave's Presence. Becoming ever closer to the universe's makeup, you become more intertwinned with magic and are able to find it more easily as you use channel divinity.

For 1 hour you can cast detect magic at will. Without components and without concentration.

Arcane Bolster. Channelling the weave outwards, your weapon, and weapons you can see up to 30 feet of your choosing, and of equal number to your charisma modifier, gain the ability to make magic weapon attacks even if the weapons are not magical. You also add your charisma modifier to your damage rolls with the weapon you're wielding for the duration of the channeling. The channelling lasts for 1 minute.

Aura of Denial

Starting at 7th level a powerful abjuration ward surrounds you, preventing magical movement in your vacinity. If any caster is within 10 feet of you, he cannot use spells to teleport closer or away from your vicinity. To contest this, the caster can make a charisma saving throw every turn spent inside the aura, if sucessful, the spell can be cast as normal.

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


Ceaseless Pursuit

At 15h level, you're granted with the abilities to reach and pursue others when most wouldn't be able to. You are not afected by magical difficult terrain and gain the abilities to cast, and only on yourself, featherfall, at will, and can cast the spell fly once per day on yourself only.

Universal Arbiter

At 20th level your body transcends regular space and becomes fused with arcane properties taking the form of your choosing. For example, your body and worn belongings look and feel akin to the void of space with stars radiating from your body, your body might simply take the properties of a helmed horror or your physical body turns inwards and robs the light around it, resembling a dark hole.

Using your action, you undergo a transformation.

For 1 minute, you gain the following benefits:

  • You gain resistance to damage from spells and have immunity to force damage.

  • All non-damaging spells you cast, during the transformation, count as if cast at 5th level.

  • You gain truesight up to 30 feet.

  • If you use channel divinity during the transformation, all enemies killed by you must make a DC 15 charisma saving throw, in which the targeted creature can only add +6 to a maximum to it's save (if it had the ability to do so prior). If they fail, they are permanently dead as their soul is vanquished.