Oath of the Arcane (5e Subclass)
From D&D Wiki
Oath of The Arcane[edit]
Paladin Subclass
Oath of the Arcane paladins the sacred guardians of the arcane knowledge and of the integrity of the weave. These warriors often worship gods of knowledge and magic, such as Mistra or Boccob, and protect secret libraries, explore ruins to recover magical artifacts and fight against creatures that misuse magic.
- Tenets of the Arcane
The tenets of the Oath of the Arcane Guardian emphasize the protection and responsible use of arcane magic.
Preservation of Knowledge. Arcane knowledge is a sacred gift. Protect it from those who would abuse it.
Guardianship. Defend those who cannot defend themselves from magical threats.
Wisdom in Magic. Use your magic wisely and justly, ensuring it serves the greater good.
Seek the Arcane. Pursue ancient and lost magical knowledge to better understand and protect the world.
- Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | armor of agathys, shield |
5th | misty step, mirror image |
9th | counterspell, dispel magic |
13th | greater invisibility, sickening radiance |
17th | teleportation circle, wall of force |
- Channel Divinity
- Arcane Blast: As an action, you can hurl an orb of pure arcane power on a point you can see within 120 feet. All creatures on a 20-foot radius from that point must make a Dexterity saving throw against your spell save DC, or take 4d6 force damage. The damage increases to 5d6 at 8th level, 6d6 at 12th level, 7d6 at 16th level and 6d6 at 20th level.
- Arcane Deliverance: As a reaction when you or a friendly creature you can see within 30 feet takes damage from a spell, you can reduce the damage taken by 2d8 + your Paladin level. If you reduce the damage to 0, any amount that surpasses that damage is turned in temporary hit points for the target. While those temporary hit points remain, the target have Advantage on saving throws against spells, and resistance to the damage of spells.
- Arcane Smite
Beginning at 7th level, when you hit a creature with a melee weapon attack, you can expend a spell slot to deal additional force damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. Additionally, the target must succeed on a Wisdom saving throw or be unable to cast spells until the end of your next turn.
You can't use Divine Smite and Arcane Smite on the same attack.
- Supernatural Resistance
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Arcane Mastery
At 20th level, you become a paragon of arcane protection. As an action, you can gain the following benefits for 1 minute:
- You gain truesight out to a range of 60 feet.
- You have advantage on all saving throws against spells and magical effects.
- When you cast a paladin spell that deals damage, you can change its damage type to force damage.
- You can cast Counterspell at 3rd level without expending a spell slot. If you use Counterspell this way and successfully counter a spell, you regain hit points equal to twice the spell's level.
Once you use this feature, you can't do it again until you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses