Oath of the

Magistrati

A paladin swearing an Oath of the Magistrati is an elite warden of Azuthan ideals. These paladins are often sent to perform arduous deeds that require martial prowess; they may be tasked with recovering arcane lore and magic items that have been hidden among ancient ruins for centuries, or with guarding clergy members on dangerous journeys. At other times, these sacred warriors are tasked with defeating the church's enemies on the fields of battle.

However, Azuthan paladins also perform peaceful roles within Faerun's society. They often act as advisors and diplomats, or they may assume more direct leadership roles to assure the knowledge of magic is taught and spread far and wide.

Tenets of the Magistrati

The head magister of the church presides over the induction ritual as the paladin swears to uphold the church's ideals.

Preserve Knowledge of Magic. Find scrolls to deliver to the church’s wizards, so they may be copied into spell books. Protect spell books and scrolls from harm.

Protect Azuth’s faithful. Protect wizards, clergy members, the church's congregation, and Azuth's holy sites from danger.

Spread Knowledge of Magic. Azuthan paladins should seek opportunities to spread knowledge of magic throughout the realms by distributing spell books, and teaching others about magic.

Use Sound Judgement. Azuthan paladins must remain calm; they should carefully consider all options before making decisions based upon sound reasoning.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Magistrati Spells

Paladin Level Spells 3rd detect magic, magic missile 5th arcane lock, Nystul's magic aura 9th glyph of warding, magic circle 13th Azuth's fedensor, Leomund's secret chest 17th Azuth's exalted triad, legend lore

Channel Divinity

When you select this oath at 3rd level, you gain the following two channel divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light for another 20 feet. If the weapon is not magical, it is considered magical for the duration.

You can end this effect on your turn as a part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Divine Recovery. Once per day, as an action, you can use your channel divinity feature to call upon your faith and the power of Azuth to restore some of your lost spell energy. At 3rd level, you are able to regain one 1st level spell slot using this feature. At 9th level, you are able to restore two levels of spell slots, either two 1st level slots, or a 2nd level slot. At 15th level and above, you are able to restore three levels of spell slots using this feature.

Aura of Magic Resistance

Starting at 7th level, while you are conscious, you and all friendly creatures within 10 feet of you gain resistance to damage caused by spells.

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

Adept Spellcaster

By 15th level, your training and experience has imbued you with the ability to cast spells quickly. You can cast any paladin spell with a 1 action casting time using a bonus action instead.

Azuth's Divine Aura

At 20th level, as an action, you can activate an aura of magical power in a 30-foot radius that lasts for 1 minute. This aura has the following benefits:

You may use your reaction to force any spellcaster that tries to cast a spell within the aura to make a concentration check against your spellcasting DC or lose the spell.

Enemy creatures within the aura have disadvantage on saving throws against your paladin spells.

Once this feature is used, it cannot be used again until you finish a long rest.