Base Class: Paladin
Paladins sworn to the Weave seek to maintain magic wherever it may be found and to bring it to uncharted corners of the material plane and beyond. Sometimes called Mage Knights or Sage Swords, they enforce the balance of the weave, stopping those that would irreversibly manipulate or corrupt it; otherwise, their oaths are neutral towards who uses magic and why. Some of these paladins spend their time exploring the world for new magic while others lose themselves within enlightened societies (such as with the elves) in order to represent the will of their deity or to work alongside other magical practitioners.
Oath Spells
You gain oath spells at the paladin levels listed.
3rd: Magic Missile, Unseen Servant
5th: Knock, Locate Object
9th: Counterspell, Elemental Weapon
13th: Galder's Speedy Courier, Locate Creature
17th: Animate Objects, Legend Lore
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
- Usher the Weave: As an action, choose a number of friendly creatures capable of spellcasting (including yourself) up to your proficiency bonus within 30 ft of you. On each creature's next available turn, they may cast a spell with a casting time of an Action instead with their Bonus Action. Alternatively, they may cast a spell without its verbal or somatic components (their choice).
- Magical Bond: As an action, you can channel the magical knowledge and aptitude of your deity. For one minute, you benefit from the Detect Magic spell and you can cast the Identify spell at will. Additionally, you can spend an action to touch a magic item and attune to it; you may also do this immediately after you Identify the item. If you have no available attunement slots, you can immediately unattune from a magic item of your choice to attune to the new one; otherwise, you can not attune to it.
Aura of Magic
An aura of 10 ft surrounds you, strengthening the longevity of magic. This aura provides two benefits:
- Concentration checks made for spells of your choice by creatures within the aura are made at advantage.
- Magic of your choice (spells and items) within the aura cannot be negated by other magical effects (Dispel Magic, Counterspell, Antimagic Field, etc). If you and your allies enter a space devoid of magic, your aura allows spells to be cast and magic items to stay active (unless otherwise ruled by the DM).
The range of this aura increases to 30 ft at level 18.
Spell Boon
As a bonus action, you can target a creature capable of spellcasting (including yourself) within 60 ft. You restore up to 1d4 + 1 spell slot level(s), decided by the creature. It can be a singular spell slot or multiple equal to the roll. A creature cannot benefit from this feature again until your next long rest. You can use this feature a number of times equal to your charisma modifier (minimum 1) until your next long rest.
Weave Wielder
At 20th level, you temporarily become a powerful font of magic.
As an action, you gain the following benefits for 1 minute:
- You gain +1 to your spell-casting DC for each friendly creature capable of spellcasting within your Aura of Magic (maximum +5).
- Paladin spells do not expend/require spell slots.
- You can maintain concentration on two paladin spells at the same time.
Once used, this feature cannot be used again until you finish a long rest.
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