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:

Magic Fills The Life : Each form of life holds their own magic. We all must respect each life form due to that.

: 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.

: 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. Magic From Any Source : Magic can be reached by multiple means, studying all those means is importat to trully understand magic. Respect any magic user, regardless of the origin of its magic, learn all you can from them.

: Magic can be reached by multiple means, studying all those means is importat to trully 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 magic, the better. Do what it takes to discover and preserve the secrets of magic and preserve it.

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):

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 at 11th level.

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.

: 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 fourth your paladin level (rounded down, minimum of 1) .

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.

: 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 rounded down. 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 and/or 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, 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.

Credits: Art : Fiendslayer Paladin by Wesley Burt.

: 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.