Paladin : Oath of the Arcane

by Carreau

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Paladin : Oath of the Arcane

Oath of the Arcane

The Oath of the Arcane is sworn by the paladins that serve the old gods of magic. By this oath, they swear to always seek and protect the forgotten scrolls and grimoires that were lost across the multiverse a long time ago.

Tenets of the Arcane

The tenets of this oath have been written centuries ago by a forgotten council of archmages who considered the mysterious power of the arcane above all else.

Protect the ancient writings. The old scrolls are precious relics. They should be treated with respect and be preserved.

Seek knowledge. Wherever you go, by all means.

Be one with the arcane. Always use magic wisely.

Oath Spells

You gain oath spells at the paladin levels listed. Moreover, you learn 1 cantrip of your choice from the wizard spell list. It counts as a paladin spell for you, and when you should learn an other cantrip from the wizard spell list, you can choose that it counts as a paladin spell for you.

Oath of the Arcane Spells
Paladin level Spells
3rd Detect Magic, Magic Missiles
5th Dragon Breath, Magic Weapon
9th Dispel Magic, Thunder Step
13th Arcane Eye, Elemental Bane
17th Telekinesis, Wall of Force

Channel Divinity

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

  • Intellect Expansion. As a bonus action, you can use your Channel Divinity to increase your mind power for the next 10 minutes. For the duration, you can add your charisma modifier to any intelligence check you make, and to any paladin spell damage you roll.

  • Old Writings. As an action, you can use your Channel Divinity to call the power of the ancient writings. When you do so, you can cast a wizard or paladin spell written on a spell scroll you hold in your hand (use the normal rules for spell scrolls, except you can use wizard spells as if they were paladin spells). If the level of the spell is lower than 6 and doesn't consume material components, it doesn't disappear from the scroll when you cast it thanks to this feature.

Aura of Power

Beginning at 7th level, the power of the arcane whirl around you in a 10 feet aura. The spell casting modifier of your allies that are in the aura is increased by 1. Your own spell casting modifier is also increased by 1.

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

Arcane Ward

Starting at 15th level, when you should take damage from a spell, you can use your reaction to gain resistance to spell damage until the end of the turn.

Omnipotent

At 20th level, you become one with the antic powers of the arcane. As a bonus action, you magically become the avatar of one of the ancient gods of magic, gaining the following benefits for 1 minute.

  • Once before your avatar state ends, you can use this feature to cast any spell of 8th level or lower from the wizard spell list. When you do so, the casting time of the spell becomes 1 action.
  • You can cast any cantrip from the wizard spell list. When you cast a cantrip using this feature, that cantrip counts as a paladin spell for you.
  • You gain a flying speed equal to your walking speed.

Once you use this feature, you can’t use it again until you finish a long rest.

Art Credit :

Both images are the property of Wizards of the Coast

Homebrew lovingly made by LeRoiDeCarreau

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