Oath of the Arcane, new pally oath
he Oath of the Arcane is a difficult journey, having to master both the sword and the mind. More than mere warrior, these paladins share a connection to the Weave few can match. They pray to Gods of magic, not combat; they see the Weave as holy, something to be praise upon; even the chaotic force of the elements are a thing to be worship to them. Whenever evil spellcasters arise to wreak havoc, or a powerful artifact need to be retrieve, or destro; or simply when muscle is not all that is needed, the people can count on them. They are called mageblade, arcane champion and even elemental warrior.
Tenets of the Arcane
Whatever people call them, they practically follows the same generic principles:
Confront the wicked: magic is a tool but it must be use wisely, and with moderation. Fight those who use it to conquer, defile, or to cheat death itself.
Learn all you can: knowledge is power, to be able to fight your ennemies you must understand them. fighting skills are good, but mastery of other skills is also precious.
Shelter the Weave: oppose all organisations, or individuals who wishes to interfere, control, or destroy the very fabric of Magic.
Broaden your horison: do not fear the others sources of Magic; like the raw powers of the elements, of the supernatural world, or the mysterious wonders or the Mind, cause the Weave connect them all.
Oath of the Arcane
Oath Spells
lvl 1: Magic Missile, Shield
lvl 2: Misty Steps, Scorching Ray
lvl 3: Counterspell, Protection from Energy
lvl 4: Dimension Door, Fire Shield
lvl 5: Destructive Wave, Wall of Force
Level 3:
Elemental Smite: when you use Divine Smite, or Improved Divine Smite, you choose to deal any energy types of damage (acid, cold, fire, lightning or thunder) instead of radiant damage. Undead and fiends take no extra damage for elemental smites as they do for radiant divine smites.
Channel Divinty:
Infuse Weapon: as an action, you can imbue one weapon that you are holding with magic energy, using your channel divinity. For 1 minute, your weapon effectively gain a "+1" magic bonus. If the weapon is not already magical, it's become magical for the duration. If the weapon is already magical, you add "+1" to the weapon, to a maximum of "+3". Finely, the weapon emit lights as a torch.
Eldritch Ward: as a reaction, when you are hit by an energy (acid, cold, fire, lightning or thunder) attack or spell damage, you can use your channel divinity to grant you resistance against the damage.
Sense Magic: when you use your Divine Sense, you may feel the presence of magic in the air. This feature works as if you cast a detect magic spell using your Divine Sense uses.
Level 7:
Aura of Power: you and friendly creatures within 10 feet gain a +1 bonus on their spell's DC, and add your proficiency bonus on the CONSTITUTION saving throw to maintain concentration when taking damage. At level 18 the range of this aura increases to 30 feet.
Level 15:
Arcane Recovery: you have learned to regain some of your magical energy by meditating on the Weave. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your paladin level (rounded up), and none of the slots can be of 5th level.
Level 20:
Magic Incarnate: you have reach the pinacle of your art, a true exemple of might and magic. As an action, you can emanate an aura of pure magic. For 1 minute, crackling magical energy forms a shimmering barrier around you and remains for the duration, moving with you. The barrier act as aGlobe of Invulnerability spell with the exceptions note above. The aura sheds bright light in a 25 feet radius and dim light for another 25 feet beyong that. Once you use this feature, you can't use it again until you finish a long rest.