Arcane Sentinel - Paladin Oath
Sworn to protect the vast secrets and harness the raw essence of arcane magic, paladins of the Arcane Sentinel are both formidable warriors and gifted spellcasters. Their dedication to the mysteries of the universe and wisdom above all sets them apart. Their patron is not a deity directly but rather an embodiment of arcane knowledge, which could be a powerful arcane entity, a manifestation of the cosmos, or a guardian spirit of forgotten lore.
Angshire Spirits: Focus on ancestral power and mysticism.
Path of Ulus: Devotion to the universal truths and arcane balance.
Ulus Beliefs: Reverence for arcane mastery and its application.
Ulusian Heresy: Challenges traditional arcane norms for greater understanding.
Arcane Shield: As an action, you invoke arcane energy to form a shimmering shield around you. For 1 minute, you gain a +2 bonus to AC and have resistance to damage from spells.
Bind Spell: As a reaction when a creature within 30 feet of you casts a spell, you can attempt to bind it. The creature must make a Charisma saving throw. On a failure, its spell doesn't take effect but is held in stasis for 1 minute or until you release it as a free action.
Angshire Spirits: You can communicate with spirits to gain insights. As an action, you can ask a question and receive a vague hint or direction.
Path of Ulus: You gain the ability to cast the 'Comprehend Languages' spell without expending a spell slot.
Ulus Beliefs: You have advantage on Arcana checks.
Ulusian Heresy: Once per long rest, you can re-roll a failed saving throw against a spell.
Angshire Spirits - Spiritfire Smite: When you hit a creature with your Divine Smite, mystic flames sear their body and mind. The target takes an additional 1d8 psychic damage, and for the next minute, it has disadvantage on Intelligence, Wisdom, and Charisma saving throws.
Path of Ulus - Runic Smite: Your smites brand foes with arcane runes. When you use Divine Smite, the target takes an additional 2d8 force damage, and for the next minute, no matter which invisibility effects were used, the runes will be seen - rendering them visibile.
Ulus Beliefs - Arcane Eruption: Your smites disrupt magic itself. When you hit with a Divine Smite, the target takes an additional 2d8 radiant damage. If the target is a spellcaster, it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be unable to cast spells until the end of its next turn.
Ulusian Heresy - Forbidden Smite: Your strikes distort the arcane weave. When you land a Divine Smite, the target takes an additional 2d8 necrotic damage, and for the next minute, it cannot regain hit points by any means.
You have advantage on all spell attacks.
You can cast spells without expending spell slots.
When you cast a spell that deals damage, add your Charisma modifier to the damage.
At the end of the transformation, you gain one level of exhaustion.
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