Paladin
Base Class: Paladin

A single goliath wearing full plate mail, painted with blue and gold designs, stands resolutely only yards away from a line of men in purple and black robes, all charging spells. He keeps his hand on the blade of his greatsword resolutely, flipping down his plate mail visor before charging the magi. A wall of magic and spells flies towards the champion of order, but they fizzle and dissipate around him. The expression on the faces of the magi turns from rakish confidence to uneasy concern as they scatter and flee, chased before the keen edge of the steadfast paladin's blade.

Paladins of the Oath of the Weave Knights are a split-off sect of paladins, their tenets a combination of the Oath of Devotion's and the Oath of Conquest's. They are kind, caring men, the knight in shining armor. . . But when it comes to their sworn charge, their mission. . . They are relentless hunters, and you do not want to be on the business end of their blade. What is their mission, you ask? While some paladins protect their ruler, others protect the innocent, and yet more hunt down monstrosities, Weave Knights seek to protect the balance and preserve the integrity of the Weave itself, the fabric of magic. They follow a set of strict tenets that lay out exactly what their job is. A Weave Knight that doesn't follow these tenets and refuses to atone is cast out from their Order and shunned by all Weave Knights everywhere. It is not uncommon for them to become Oathbreakers, but sometimes their transgression is so heinous that the Weave itself casts them out, divorcing them from all magic. This can be incredibly tough on mortal bodies, and sometimes the strain can cause death. Even if the former Knight survives, it will take a heavy toll. Work with your DM on what this might be.

Preserve the Weave. Without the Weave, life as we know it would cease to exist and the world would descend into anarchy for years until a new order rose from the bloodbath. This must be prevented at all costs. Wizards, Sorcerers & Warlocks especially pose a dangerous threat to the Weave, though Bards, Clerics and Druids also can be dangerous. Every time magic is cast, it manipulates the Weave in dangerous ways, sometimes even ripping or tearing holes in it. If this happens enough, it could destroy the Weave entirely.

Guide to Salvation. It is not enough to simply preserve the Weave's integrity, for sooner or later, enough spells will be cast to destroy it. Weave Knights and their order seek to find and preach a way to safely cast spells through the Weave, rather than with it. This Technique will enable casters to continue using magic without harming magic itself.

Hunt Down the Destroyers. Until the Technique is found by the wizards researching it and spread to all corners of all planes, Weave Knights are charged with hunting down and stopping powerful casters from causing dangerous rifts and damage to the Weave, ceasing their activity by any means necessary.

Be a Paragon. Though they are charged with a most important task, Weave Knights are still paladins, and must act as such. While the Weave takes priority, a Weave Knight still helps towns, cities, civilians and common folk in any way they can, and still will eagerly join quests to slay powerful threats to the well-being of others.

 (Note: Oath of the Weave Knight works best in high-magic settings, or a campaign where spellcasters will be a recurring enemy. Talk to your DM about the campaign and make sure it will fit a Weave Knight, lest you feel like you're underperforming. Additionally, I am quite open to suggestions on features and/or names for this subclass, if anyone has any for me.)

Oath Spells

You gain additional spells into your paladin spell list at the shown levels.

Channel Divinity

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

- Protect the Weave:
Whenever you see a creature within 30 feet of you cast a spell, you may use your reaction to cancel that spell (As if by the spell Counterspell) if the spell's level is equal to or less that 1/3 of your Paladin level, rounded down. You do this by manipulating the Weave in such a way as to prevent the caster's spell from taking hold in the fabric of magic.

- Prevent Magic
You may use an action to use your Channel Divinity, creating a 10 ft aura around you of dead magic. This is done by shifting the Weave into a cylinder around you, deflecting and dissipating all magic that comes near and creating a zone of space completely divorced from the Weave. While this feature is active, you are under the effect of the spell Antimagic Field, but with the following changes: All magic is non-functional, including divine-sourced magic. Thus, you cannot use your Divine Smite feature, your Aura of Courage, Aura of Protection & Aura of Spellshield are disabled (if you have them), and anything else that the DM rules is magic. This feature lasts for 1 minute, and while it is active, you are treated to be concentrating on it.

Aura of Spellshield

At 7th level, you gain an additional aura to the others given by Paladin at levels 6 and 10. Spell attack rolls targeting you and all allies within 10 feet of you have disadvantage. At 18th level, the range extends to 30 feet.

Weave Ensnarement

You learn to use the Weave to ensnare spellcasters within your antimagic zone feature of Channel Divinity. While under the effects of your Prevent Magic option of Channel Divinity, the following changes are enacted:

- You no longer need to concentrate on it
- Class features like Divine Smite and your Auras, along with any other class feature your DM ruled as magic, function.
- If a creature that is normally able to cast spells is within the aura and tries to leave, you may make an opportunity attack against them, assuming they are within range of your weapon. You may do this even if they took the Disengage action or some other feature would normally prevent you from making an AoO. If the attack hits, it deals no damage and instead reduces their speed to 0.

Arknight of the Weave

At level 20, you become a paragon figure for guardians of the Weave everywhere. You learn how to manipulate the Weave in a way that protects you from spells, and even traverse through the Weave itself.

You gain the following action:

As an action, you bend the Weave around you to resist the warping effects of spells. You gain resistance to spell damage. Additionally, whenever you see a creature cast a spell, you may use your reaction to enter the Weave and hijack the spell, becoming untargetable and allowing you to choose a new target for the spell if you so wish. The new target must be of a kind that the spell can target, and must be within range of the caster of the spell (In other words, if you hijack a Fireball and choose a new target for it, the new target must be a point instead of a creature or object, and it must be within 150 feet of the original caster.) When you hijack a spell in this way, you also teleport to the nearest unoccupied space to the target of the spell. (For example, continuing with the Fireball example earlier. When you see a creature cast the spell, you choose to hijack it and shift the target point to a different point that is still in range of the original caster. Then, after the spell goes off but before the caster has the chance to do anything else, you appear at the target point of the Fireball.)

This feature lasts for 1 minute, and you regain use of it after a long rest.

Previous Versions

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5/31/2019 9:09:33 PM
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