Oath of Arcanism
Tenets of Arcanism:
Often called Arcane Knights, these paladins respect and have a strong devotion to the weave of magic. The following are the tenets of arcanism:
- The Weave Fills The Life: Each form of life holds their own magic. We all must respect each life form due to that.
- Magic Holds Responsibility: Magic is an ability that grants us god like powers, it must be used with responsibility and only to do good. Never use magic to harm the innocent and cunningly prevent others from doing so.
- Power From Any Source: Magic can be reached by multiple means, studying all those means is important to truly understand magic. Respect any magic user, regardless of the origin of its magic, learn all you can from them.
- Unveil The Arcane Secrets: The more you know about the weave of magic, the better. Do what it takes to discover and preserve the secrets of magic.
Oath Spells:
You gain oath spells at the paladin levels listed.
Oath of Arcanism Spells
Paladin Level | Spells |
---|---|
3rd | Detect Magic, Identify |
5th | Silence, Weave Pulse* (or Shatter) |
9th | Counterspell, Melf's Minute Meteors |
13th | Arcane Eye, Storm Sphere |
17th | Legend Lore, Steel Wind Strike |
Magic Knowledge (Optional feature):
As a devoted arcanist investigator, at 3rd level when you take this oath, you gain proficiency in the Arcana skill and you learn two cantrips of your choice between Dancing Lights, Light, Lightning Lure, Mending, Message, Mage Hand, Prestidigitation, Produce Flame, Sword Burst and Thaumaturgy. You learn one more cantrip of your choice at 11th level. Charisma is your spellcasting ability for these spells.
In addition, 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 a bonus action, by using your channel divinity, you can bring arcane secrets to your mind and learn all about them. Make a DC 10 Arcana check, on a success you learn one spell from the Sorcerer spell list and you can cast it as a paladin spell using spell slots, 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. On a fail, you recover your channel divinity use.
- Minor Arcane Recovery: As an action, by using your channel divinity, you gather the magic around you to recover up to one expended spell slot. The spell slot can be of a level that is equal to or less than eighth your paladin level (rounded up) .
Aura of Arcanism:
Your presence can empower or weaken the influence of the weave around you. Starting at 7th level, choose an aura mode: Augment Field or Stasis Field. You can change this mode whenever you finish a 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 dealt to you or creatures you choose within 10 feet of you is reduced 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 (minimum of one). 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 after you finish a long rest.
- You learn two 7th level spells and two 6th level spells from the Cleric or the Sorcerer spell list, those are considered paladin spells for you and doesn't count against the number of paladin spells you can prepare each day.
- As a bonus action or a reaction, you can further enhance or decrease the presence of the weave of magic around a creature. Until the end of your next turn, a creature you choose within 30 feet of you (including you) has advantage or disadvantage (your choose) on saving throws from spells. You can use this a number of times equal to your charisma modifier regaining all expended uses after you finish a long rest.
Credits:
- Art: Fiendslayer Paladin by Wesley Burt.
- Subclass By: u/Ginemor, Ginemor Nartor (Diego Medina)
- Special Thanks to Reddit Users: u/BCM_00, u/OstravaAllant, u/Legimus, u/Xenoezen, u/sandmote and u/Huzzah4Bisqts for the useful advice provided.
Oath of Arcanism Lore and More
This oath was born from the noble knights loyal to the Savant's Royal Arcane Guard, a legion of wizards, clerics and paladin crusaders that traveled around the world to study magic and ensure that magic were used in the correct way. This peace keeper legion believed that magic was the thing that shaped the world and studying it was important to truly understand the multiverse. Their highest dream consist in discovering the secrets of magic to allow the entire world the possibility to use it to shape a better future.
Paladins that follow this oath, improve their magic skills and add arcane studies to their training, due to this reason, these paladins master magic wielding skills further than paladins from other oaths.
Quirks:
This oath may leave on you some behaviours that reflect your exhaustive magic study and the fact of being exposed to magic manifestations, roll a 1d6 on the following chart:
Oath of Arcanism Quirks
d6 | Quirk |
---|---|
1 | (Studied Sorcerers) While you are not doing something, you tend to always be playing with magic energy and look absent minded while this, shaping forms made of pure energy in the air. |
2 | (Studied Warlocks) You always speak in an strange ancient language while casting a spell and your eyes turn luminous, neither you or persons around you have an idea of what you are telling and how you do it. |
3 | You are an obsessive spell scroll collectionist. |
4 | Whenever you see an arcane focus or a magic item you have not seen before, you immediately want to exhaustively examine it. |
5 | You always have packed a little notebook and you always take notes after you see someone casting a spell. When you are not speaking with someone, you use to repeat your annotations as whispers and sometimes outloud, some people see this kind of weird. |
6 | You like reading spell books from wizards and books of shadows from warlocks, despite of probably not understanding even half of what is written on them. |
Altertanive Channel Divinity
At your DM's discretion, you may replace any of the two channel divinity options from this subclass for this alternative option:
- Swiftcast Spell: When you cast a spell that has a casting time of 1 action, you can use your channel divinity to change the casting time to 1 bonus action for this casting.
New Spell: Weave Pulse
The Oath of Arcanism subclass comes with its own spell that is intended to be its main area of effect damaging spell. If you don't want this spell to be included in your campaing, you can replace it with the Shatter spell:
Weave Pulse
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Class: Artificer, Paladin (Arcanism), Sorcerer, Warlock, Wizard
You disturb the weave to produce a controlled explosion of pure magical force in a 10 foot radius sphere centered in a point you can see within range. Each creature you choose within that space must succeed on a constitution saving throw. On a fail, a creature is dealt 2d8 + your spellcasting ability modifier force damage. Dealt half that much damage on a success.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Art: Alaric by dinmoney