Oath of Old Magic

The Oath of Old Magic is a non-traditional oath made by paladins who wish to study the ancient magic of runes. Arcane magics and Divine magics have separated in recent years, but Old Magic remains as an inelegant combination of both. Old Magic is taxing to the user and costs the caster in blood and lifeforce, and thus has been abandoned by all but the most loyal. Because of their peculiar methods of magic, these paladins are sometimes referred to as Rune Knights or Blood Magic Knights.

Tenents of Old Magic

The tenents of Old Magic are unlike those of other paladins. The oath made it to the magic itself and the promise to learn more and gain power. Often times, Paladins who follow these tenents are alike only in their oath, rather than which diety or whay of life they chose to follow.

Study and observe. Mastering the Old Magic takes years of study and observation. Students of Old Magic should always seek to learn more and gain further control of their runes.

Choose your own path. Old magic is available to followers of any deity. Students of Old Magic have knowledge of the magic in common, and not much else. Each student is free to seek their own desires.

Respect the Magic. Runic Magic is powerful and dangerous and any student of the magic must be careful and respect the power it wields. Failing to do so could be the end of you, or someone you love.

Self-sacrifice. Old Magic is draining. It requires the sacrifice of one’s self to control the runes.

Fundamental Differences

A Paladin may make the Oath of Old Magic earlier than many other oaths. This oath offers fundamental changes to Paladin gameplay, and thus can be chosen at first level instead of third.

Knowledge, Experience, or Talent

Students of Old Magic come from many different walks of life and unite in the study of runes. Mastery of the rune can come from either innate talent (Charisma), intense study (Intelligence), or experience over years (Wisdom).

At 1st level, if you have no levels in any other class, you may choose to change your spellcasting ability from Charisma to either Intelligence or Wisdom, if you prefer. Chosing to do so also changes all Paladins abilities that use Charisma to instead use Wisdom or Intelligence. If you change your spellcasting ability, you may also choose to change your saving throw proficiencies to Wisdom and Intelligence instead of Wisdom and Charisma.

Magic in the Runes

At 2nd level, your spellcasting changes to be based in runes. Students of Old Magic do not require verbal components in spellcasting, but instead must be nearby their runes. Runes, small symbols colored according to their aspect, can be created by magically carving them into the Paladin's weapons, armor, and other gear. This magical carving is done by intricate long-form somatic casting using both hands. These runes may be carved on magic items as easily as they are on mundane ones.

To activate a rune, the Paladin must push a bead or more of its own blood into the rune. Runes will not activate accidentally, and drawing blood for this purpose does not cause damage to the Paladin if they are not at full health. Otherwise, the paladin may inflict one damage to themselves to draw blood.

The Paladin may spend a short rest to pepare runes or may do so while peparing spells each dawn. The Paladin may also spend 1 minute to carve a single rune in an object or item.

Runic Smite

At 3rd level, your Divine Smite becomes Runic Smite. The Paladin may choose to change the aspect of the smite, dealing either fire, cold, acid, lightning, or thunder damage instead of radiant.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Old Magic Spells

Paladin Level Spells 3rd Chromatic Orb, Burning Hands 5th Branding Smite, Melf's Acid Arrow 9th Fireball, Lightning Bolt 13th Ice Storm, Fire Shield 17th Flame Strike, Cone of Cold

Paladin or Rune Knight? If preferred, you can use these base changes to the terminology of the Paladin class to distance the class from its divine features. Divine Sense becomes Old Magic Sense Lay on Hands becomes Runic Rejuvination Divine Health becomes Runic Resilience Aura of Protection becomes Runic Presence: Protection Aura of Courage becomes Runic Presence: Courage These features are functionally identical to their paladin counterpart.