Sacred Oath: Oath of the Arcane

Ascended Lawmage by Artofryanyee

Today’s Sacred Oath, is an oath that emulates a bit of the Swordmage from Fourth Edition with a few fun flexible abilities thrown in. This subclass is an awesome addition to any high magic setting, or to any setting that requires an order of mystic paladins. Special thanks to @AudibleShrug who suggested the subclass, and my good friend Nick, @NickKikomori who helped me balance the more dangerous aspects of the subclass. Now get casting, you champions of the arcane!

Art: Ryan Yee, Wizards of the Coast

Sacred Oath: Oath of the Arcane

A paladin who swears this oath is not only a practitioner of magic, but a champion of arcane magic as well. These paladins, often referred to as mystic knights or spellswords, usually swear their oaths to archmages, powerful magical creatures, or gods of arcane magic themselves. To swear this oath is to favor the survival and progression of magic. In return for their fealty, these paladins are granted magical capability beyond that of most other paladin orders, so that they may achieve whatever goals they set out to accomplish.

Tenets of the Arcane

Paladins who swear this oath abide by tenets that exercise respect towards magic itself and the practitioner.
Ambition. Only the meager dabble in magic, strive to be extraordinary. No master of magic ever strove to be “good enough”.
Creativity. Magic is art, and art is the product of an open mind. Without an open mind, nothing is learned.
Focus. Magic cannot be controlled without great focus, let alone be unlocked. Lose focus and I risk losing myself.
Wisdom. Magic is not a tool, but a force, and a force to be reckoned with. Be discerning with magic and challenge its misuse.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Arcane Spells

Paladin Level Spells
3rd magic missile, shield
5th magic weapon, misty step
9th dispel magic, counterspell
13th arcane eye, dimension door
17th teleportation circle, wall of force


Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Access the Esoteric. You can use your Channel Divinity as a bonus action to open your mind to secrets of magic you couldn’t otherwise unlock. You add a number of spells equal to your Charisma modifier from the wizard spell list to your list of prepared spells.The spells you choose must be of a level you can cast. They count as a paladin spell when you cast them. These spells remain prepared for you until you complete a short or long rest.
Turn the Arcane.  When you succeed on a saving throw against a spell that targets only you and you can reflect the spell back on the caster using your Channel Divinity as a reaction. The spell must be of a level equal to or less than half your paladin level and uses your spell save DC.

Aegis of Assault

Starting at 7th level, in the blink of an eye, you respond to threats against your allies. When an ally within 10 feet of you becomes the target of a melee attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker. You can then make a melee attack against that creature as part of your reaction.
At 18th level, this feature’s range becomes 30 feet.

Aegis of Shielding

Starting at 15th level, your connection to magic shields you against magic that would harm you. You have advantage on saving throws against spells. Furthermore, you have resistance against damage dealt by spells.

Arcane Champion

At 20th level, you can infuse yourself with the essence of magic itself. As an action, you can become an avatar of magical prowess. For 1 minute you gain the following benefits:

  • When you cast a spell of 1st or 2nd-level, it does not expend a spell slot if you cast that spell at its lowest level.
  • When you hit a creature with a melee attack, it has disadvantage on its next saving throw against the next spell you cast before the end of your next turn.
  • When you deal damage with a spell or your Divine Smite, you can reroll a number of dice up to your Charisma damage and must use the new roll.

Once you use this feature, you can’t use it again until you finish a long rest.


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