Oath of Arcanum

by Starling

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Oath of Arcanum

The ranks of the Arcanum paladins are filled with those who have dedicated themselves to the pursuit and protection of raw magic. Magic is unpredictable and chaotic, and those paladins who have chosen to swear this oath have chosen to embrace this quality, seeing thoes who would try to control the Weave as foolish. This bond transforms them both physically and mentally into conduits of pure arcane energy. A paladin of this oath may inherit the untamable nature of the elemental chaos, the wicked guile of the fey, or the sheer power of fiends and celestials, allowing magic to flow through themselves as an extension of their own being. Members of this oath are united by their shared goal to protect pure sources of magic and are commonly found guarding portals to other planes, protecting sites of primordial magic, and warding off intruders from the domains of magical creatures. Arcanum paladins herald themselves as the voices and hands of the Weave, who will do what is necessary to preserve it in all of its many forms.

Oath of Arcanum Quirks
d6 Quirk
1 Nearby elements seem to respond to your emotions
2 You have an unearthly beauty to you, a certain charm that others can't quite place.
3 Your eyes are a deep red and your skin is hot to touch
4 A faint glow eminates from your body
5 Small magical effects seem to follow you in your wake
6 Small creatures seem to be naturally drawn to you

Tenants of Arcanum

Though the motivation of each paladin differs, each share the following tenants with the goal of preserving magic and spreading its wonders.

Let Magic Florish. Do your absolute best to spread the wonders of magic everywhere you go. Take magical options over non-magical ones whenever possible and teach people the basics of arcana when you can.

Protect the Magical. Abjure any enemies that would seek to snuff out magic. Magical creatures and sources of magic are all deserving of your protection. If left with no option other than to kill a magical creature do so with respect and mercy so that its magic may return to the Weave.

Smite the Abominations. There are creatures formed by the cancers and sores that plague the weave. Exterminate these aberrations with extreme prejudice.

Spirit of Spontaneity. Never allow yourself to become predictable. Always be changing and evolving, never force yourself to a single path or ideal for too long for such is the nature of magic.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd chaos bolt, find familiar
5th alter self, enlarge/reduce
9th blink, magic circle
13th confusion, polymorph
17th animate objects, circle of power

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Might of Arcanum As a bonus action you can imbue a weapon of your choice that you are wielding with raw unfettered magic that explodes on impact. For the next minute the weapon becomes magical for the purpose of overcoming resistance to non-magical effects. Whenever you hit a creature with your imbued weapon you can add 1d6 damage to the damage roll. When you activate this ability roll an additional d8 to determine the damage type.

d8 Damage type
1 acid
2 cold
3 fire
4 force
5 lightning
6 poison
7 psychic
8 thunder

Banish the Mundane As an action you present your holy symbol and invoke words of power that seek to banish normal creatures from your presence. Choose one creature or non-magical object that is not being worn or carried within 60ft of you that you can see. If the target is a creature it can make a Charisma saving throw against your spell save DC to resist the effect. On a failed save the creature or object is banished to a harmless demiplane for 1 minute, after which it returns to the space it previously occupied. Celestials, elementals, fey, fiends, and undead are immune to this effect.

Wild Magic Aura

Beginning at 7th level your very presence saturates the area around you with chaotic and volatile magic. You gain an aura of unstable magic that extends 10ft out from your position while you are not incapacitated. When a creature within the aura casts a spell of 1st level or higher they must roll a d20. If the result is a 1 then the magic in the aura surges and they must roll on the Wild Magic Surge table. Any saving throw is made using the paladin's spell save dc.

At 18th level, the range of this aura increases to 30 feet.

Variant Rule: Wilder Wild Magic

If you feel as if wild magic is not having a big enough impact on your games you can use the following variant rule to perhaps allow a bit more randomness at the table. If a player fails to trigger a wild magic role the dm can choose to force them to roll on the table anyways regardless of their original result.

Made of Magic

At 15th level the Weave has become so intertwined with your being that it grants you some boons reserved only for magical creatures. You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks. Additionally, when a Wild Magic Surge forces you to make a saving throw, you do so with advantage.

Avatar of the Weave

At 20th level you can temporarily fuse your body completely with magic incarnate adopting a new form of pure arcane energy. Using your action you undergo a transformation and gain the following benefits for 1 minute.

  • Magic's innate chaos surges. Hostile creatures inside your magic aura have disadvantage on saving throws against spells or magical effects.
  • Your magic becomes potent and scathing. When you deal damage with a spell you gain a bonus to its damage equal to you charisma modifier (Minimum of 1).
  • Once during this transformation as an action you can draw upon the magic around you and regain a combined # of spell slots equal to your charisma modifier. You cannot regain a spell slot higher then 3rd level using this feature.
  • If you roll to trigger a Wild Magic Surge and fail you can choose to succeed instead.
Wild Magic Surge
d100 Effect d100 Effect
1-2 For the next minute, the first time a creature starts their turn in the Wild Magic Aura or moves into its area for the first time on a turn must roll on this table. Ignore this result on subsequent rolls. 53-54 Roll a d4. On an odd result, creatures inside the aura are immune to being intoxicated by alcohol for the next 5d6 days. On an even result even the smallest drop will get them inebriated.
3-4 For the next minute creatures can not benefit from being invisible inside your Wild Magic Aura. 55-56 Roll a d4. On an odd result, creatures in the Wild Magic Aura hairs start to fall out but regrows in 24hrs. On an even result it grows rapidly covering their bodies in 1 minutes.
5-6 An Imp, Quasit, Sprite, or Mephit controlled by the dm appears within the aura and disappears within 1 minute. 57-58 For the next minute, any object you touch that isn't being worn or carried by another creature is illuminated as if effected by a light spell
7-8 An explosion of magical feedback rocks the aura. All creatures within the Wild Magic Aura must succeed on a dexterity saving throw or take 4d12 force damage or half as much on a successful save. 59-60 All the creatures inside the Wild Magic Aura regain their lowest level of expended spell-slot.
9-10 Magical plants bloom around you and feed on your magic transforming the area in the Wild Magic Aura into difficult terrain for 1 minute 61-62 Roll a d4. On an odd result you must shout when you speak for the next minute. On an even result you must whisper.
11-12 Roll a d8. Creatures inside the aura have their hair turned a certain colour based on the result. 1-red 2-orange 3-yellow 4-green 5-blue 6-indigo 7-violet 8- Neon Pink 63-64 A fog cloud spell develops inside the Wild Magic Aura and moves centered on its position.
13-14 All creatures inside the Wild Magic Aura must succeed on a Wisdom saving throw or be subjected to a confusion spell 65-66 A storm brews and lightning randomly strikes up to 3 creatures inside the Wild Magic Aura dealing 4d10 lightning damage.
15-16 For the next minute any creature that starts its turn inside your Wild Magic Aura regains 5 hit points if it is not at 0 hit points. 67-68 Powerful hallucinations seize creatures inside the aura. Every creature inside the Wild Magic Aura must make a Wisdom saving throw or be frightened of all creatures until the end of its next turn.
17-18 Each creature inside the Wild Magic Aura immediately gains a beard made of soap bubbles which remains for 1 minute or until the creature wipes it off. 69-70 All creatures inside the aura become draped in illusion magic. They become invisible for 1 minute until they make an attack or cast a spell.
19-20 The gravity in the local area becomes severely harsh. For 1 minute, the first time a creature that ends its turn in the aura or moves into it on a turn must succeed on a strength saving throw or fall prone. 71-72 A thick layer of abjuration magic permeates the air. For 1 minute, damage dealt to a creature inside the Wild Magic Aura is reduced by 1d12.
21-22 Creatures inside the aura become more susceptible to magic’s effects. Any creature inside the aura has disadvantage on the next saving throw it makes against a spell or magical effect in the next minute. 73-74 A caustic miasma settles in the aura. Each creature inside must make a constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute.
23-24 All creatures inside the Wild Magic Aura immediately become the opposite sex of a member of their race. A remove curse spell can cure this effect. 75-76 The Wild Magic Aura flashes a bright light. Each creature inside the aura must succeed on a Constitution saving throw or be blinded for 1 minute. A creature can spend its action rubbing its eyes to end the effect.
25-26 Magical eyes float in the air granting a effect of clairvoyance. All creatures in the aura have advantage on Wisdom (Perception) checks for 1 minute. 77-78 Each creature inside the aura is subjected to a Polymorph spell. A creature who fails the saving throw is turned into a frog for the duration.
Wild Magic Surge
d100 Effect d100 Effect
27-28 All the creature in the Wild Magic Aura must make a Wisdom saving throw. On a success they gain the benefits of a haste spell. On a failure they are subjected to the effects of a slow spell. Regardless, these effects persist for 1 minute. 79-80 Harmless colourful lights twinkle in your space for 10 minutes.
29-30 All creatures inside the Wild Magic Aura are teleported to a random unoccupied space within 30ft. 81-82 Each creature inside the aura can take an action immediately. Creatures with higher dexterity modifiers act first.
31-32 All the creatures inside the Wild Magic Aura are transported to the Fey Wild until the end of the next round. After which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied. 83-84 Each creature inside the aura besides the creature that triggered the effect takes 1d10 necrotic damage. The creature then heals for half the damage dealt.
33-34 The magic inside the aura becomes extremely potent. The first time each creature inside the aura casts a damaging spell for the next minute, the damage for that spell becomes maximized. 85-86 The area covered by the Wild Magic Aura becomes blurred by illusion magic. Each creature inside gains the effect of the blur spell for 1 minute.
35-36 Each creature inside the Wild Magic Aura sprouts an extra pair of limbs which disappear after 10 minutes. 87-88 Each creature inside the Wild Magic Aura gains a flying speed of 30ft for 1 minute.
37-38 1d6 Blink Dogs under the dm’s control appear in unoccupied spaces inside the Wild Magic Aura and are charmed by the creature who triggered this effect. They vanish after 1 minute. 89-90 The area in the Wild Magic Aura becomes mute and covered in shade for 1 minute. If the area is brightly lit it becomes dim, if it is dim it becomes dark, if it is dark it becomes magically dark. Creatures have advantage on stealth checks inside this darkness.
39-40 Each creature inside the Wild Magic Aura regains 2d10 hit points. 91-92 If a creature in the Wild Magic Aura dies within the next minute it is revived as if by a raise dead spell but has its creature type changed to fey, fiend or celestial. It retains all other previous traits and features, but its alignment may change depending on its new type.
41-42 Creatures in the Wild Magic Aura must succeed on a Constitution saving throw or be petrified for 1d4 rounds. While petrified they are resistant to all damage. The creature can repeat this saving throw at the end of each of their turns to free themselves from the effect. If the creature drops to 0 hit points, then the stone cracks and they are freed. 93-94 Roll a d4. On an odd result, creatures in the Wild Magic Aura have their size decreased by one category for 1 minute. On an even result it is increased by one size category for the next minute.
43-44 For the next minute space inside the wild magic aura becomes weird and thin. A creature that starts its turn there can use its bonus action to teleport to a space it can see within the aura. 95-96 Crippling pain seizes creatures inside the magic aura for 1 round. When a creature inside the aura is hit with a weapon attack, they must succeed on a constitution saving throw or be paralyzed until the end of their next turn.
45-46 Each creature inside the wild magic aura is subjected to a levitate spell. On a successful save they can control the spell. On a failed save they are subjected to its effect. 97-98 You are surrounded by faint, ethereal music for the next minute.
47-48 A unicorn controlled by the dm appears within 5 ft of the creature that triggered this effect and disappears after 1 minute. 99-00 Probability itself inside the aura becomes altered for 1 minute. Once per turn during the next minute when a creature inside the aura rolls a d20 they can roll an additional d20 and choose to take that result. They may choose to do this after the roll but before they know if they succeed.
49-50 The Wild Magic Aura adopts the effects of a silence spell for 1 minute.
51-52 The skin of creatures inside the Wild Magic Aura turns to a magical glass like substance granting +2 AC and vulnerability to bludgeoning piercing and slashing damage for 1d4 rounds.\pagebreak
 

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