Oath of Arcane

Tenets of the Arcane

 * Spread the Word. You must spread knowledge of magic to all and educate when you can.
 * Study the Arcane. You must learn what you can from any magic-users, magical creatures, and magical items that you encounter.
 * Use Magic for Good. Magic must be used to protect, save, enlighten, and to bring hope to others.
 * Be Humble. Show reverence for those that know more than you and show compassion to those who know less.

Oath Spells
You gain the following spells at the level listed.


 * 3rd - shield, magic missile
 * 5th - blur, scorching ray
 * 9th - dispel magic, lightning bolt
 * 13th - ice storm, stoneskin
 * 17th - cone of cold, hold monster

Channel Divinity
At 3rd level, a paladin gains two Channel Divinity Options:


 * Arcane Wrath. You can use your Channel Divinity to imbue your weapon with Arcane energy. For 1 minute, you will add your Charisma Bonus (minimum +1) in force damage to your attacks. 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.
 * Turn the Conjured. As an action, you present your holy symbol and speak a prayer censuring fiends and constructs, using your Channel Divinity. Each fiend or construct that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it is turned for 1 minute or until it takes damage.

Aura of Resistance
At 7th level, you and any allies with 10 feet gain advantage on any spells cast and the target is them. Area of effect spells aren't affected, and they only gain advantage if the spell allows saving throws in the first place.

At 18th level, the aura range increase to 30 feet.

Holy Protection
At 15th level, the paladin gains the constant effects of the Protection From Energy spell.

Arcane Force
At 20th level, the paladin can take on the form of a magical creature. This can physically manifest as the paladin chooses: different colored skin or texture, hair changes color, grow scales over their body, eyes change shape or colors, etc.

Using your action, for 1 minutes you change you appearance and have the following abilities:


 * You have a visible magical aura that surrounds you and partially conceals you, giving you half-cover constantly. It's appearance is decided by the paladin, but is usually some elemental cloud (fire, earth, air, water).
 * Enemy creatures within 10 feet have disadvantage on saving throws versus your paladin spells as well as your Channel Divinity abilities.

Once you use this feature, you can't use it again until after a long rest.