My Documents
Support GM Binder!
# Oath of the Arcane ##### Inquisitors of Arcana The Oath of the Arcane bestow holy knights arcane study to allow these knights an understanding of how heavily arcana is connected to almost everyday life in the entirety of the material plain and more. Often referred as ***Inquisitors***, ***Force Knights***, or ***Arcana Knights***, Those who swore the Oath of the Arcane adore, utilize, and promote the ways of arcana in a positive light while seeking solutions to crimes committed by wrong doers and slay aggressive magical or otherworldy creatures the average city guard cannot slay. ##### Tenets of the Arcane The Tenents for those who swore the Oath of the Arcane revolve around stability and fair use of Arcana in a given populace. This oath emphasizes on the practicality and good nature arcana can bring unto civilization while simultaneously ensuring peoples safety and concerns of being harmed by arcana. It is also common for these paladin's to work along side legitimate wizard schools to prove their claims of arcana and promote new research ideas that can prove beneficial to the general populace. It's four core principles are as follows: ***Benefits of Arcana:*** Promote the wide variety of ways different schools of magic can benefit an individual in everyday life. ***Demonstration of The Arcane:*** Inform and demonstrate proper use of arcane spells and magical items to the populace within the law and a safe environment. ***Assurance of Arcane Safety:*** Work alongside the law to clear any misconceptions and hazards brought from poor use of arcana and reassure the people who hold a negative outlook towards arcana ***Protector of The Arcane:*** Knowledge, study, experience, and improvement are what made you take this oath. Protect civilization from the misuse of arcana. Utilize both ***Holy and Arcane*** magic that is at your disposal to drive away those who use magic for wrong doing. ### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the Arcane Spells | Level | Name | |:---:|:-----------| | 3rd | Absorb Elements, Detect Magic | | 5th | Flaming Sphere, See Invisibility | | 9th | Dispel Magic, Thunder Step | | 13th |Arcane Eye, Elemental Bane | | 17th | Cone of Cold, Wall Of Force | \columnbreak ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Arcane Abjuration*** You can 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 with 30 feet of you must make a Wisdom saving throw, provided it 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 move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only 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. After you reach 11th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as the banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the table below. | Paladin Level | CR | |:---:|:----------| | 11th | 2 | | 14th | 3 | | 17th | 4 | ***Chromatic Barrier*** As a bonus action, you can use your Channel Divinity to bolster your allies with arcane protection. Each creature of your choice that can hear you within 30 feet of you gain temporary hit points equal to your paladin level. Upon being hit by an attack, the arcane energy lashes out towards the aggressor and deals damage equal to half your paladin level+ your charisma Modifier (Minimum 1). Roll a d6. The number rolled determines the damage type for the remainder of this features duration: | d6 | Damage type | |---:|:-----------:| | 1 | Acid | | 2 | Cold | | 3 | Fire | | 4 | Force | | 5 | Lightning | | 6 | Thunder | This effect lasts until the temporary hit points are depleted or if the paladin is unconscious, or dead. \pagebreak ### Aura of Dampening Starting at 7th level, whenever you or a friendly creature within 10 of you casts a spell that requires creatures to make a saving throw, the affected creatures roll with disadvantage. At 18th level, the range of this aura increases to 30 feet. ### Arcane Shielding Beginning at 15th level, you learn to understand how arcane nature bends and shapes reality. You gain advantage on saving throws against spells that deal, Acid, Cold, Fire, Force, Lightning or Thunder damage. ### Magi Champion At 20th level, you have obtained mastery of Holy and Arcane magic, allowing you to display your Avatar of equilibrium against the worst of Arcane oppressors. As an action on your turn, you turn into an Avatar of Arcana and gain the following features for 1 hour: - Various crystalline energy hovers and spirals around you. You gain a flight speed of 60 feet - You are encased with various elemental energy. When a creature enters or starts their turn within 20 feet of you, they take 2d10 damage of a randomized damage type once per round. Roll a d6. The number rolled determines the damage type taken per creature *(refer to the Chromatic Barrier's table)*. - Whenever you cast or deal damage with a spell that deals Acid, Cold, Fire, Force, Lightning, or Thunder damage, you can select and maximize one of that spells damage dice once per round. Once you use this feature, you cannot use it again until you finish a long rest.
##### Credit Creator: Zekus720.