Paladin
Base Class: Paladin

The Oath of the Weave paladins stand in direct opposition to the Oath of the Watchers. They travel the planes to seek greater truths, never stopping in one place for too long.

Drawing their power from the void, a realm of darkness and mystery, they balance chaos and order to protect the fabric of Reality.

 

Tenets of The Weave:

The tenets of the Oath of the Weave center around constant movement, exploration, and balancing of chaos.

  • Embrace the Abyss: You must accept the void's call and understand that it is both a source of power and a path to greater truths. Do not fear the darkness; instead, let it guide you.
  • Balance in Chaos: The void is a place of endless possibilities, both destructive and creative. You must maintain balance, ensuring that chaos does not overwhelm the world but is instead used to restore equilibrium.
  • Seek the Unknown: The void is filled with secrets and mysteries. You must be ever curious, seeking out the hidden truths and forbidden knowledge that others dare not pursue.

 

subclass designed by @m0nkeydm on instagram, renamed to fit my campaign

Oath Spells

3rd-level Oath of the Weave feature

You gain oath spells at the paladin levels listed in the Oath of the Weave Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Watchers Spells
Paladin Level Spells
3rd expeditious retreat, hunter’s mark
5th misty step, blur
9th haste, blink
13th dimension door, locate creature
17th planar binding, telekinesis

Channel Divinity

3rd-level Oath of the Weave feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

• Voidbound Weapon. As a bonus action, you can imbue one weapon that you are holding with unstable energy using your Channel Divinity. For 1 minute, the weapon gains the thrown property, with a normal range of 30 feet and a long range of 60 feet. Both ranges increase by 30 feet when you reach 7th level in this class, then again at 13th level.

After you make an attack with the imbued weapon, you can recall it to your hand as part of the attack. Whenever you hit with a ranged attack made with the weapon while it is imbued, you can teleport to the weapon as part of the attack. If you teleport in this way, you can use your Divine Smite on the attack.

• Tracking Portal. As a reaction to a creature you can see within 60 teet of you teleporting or switching planes, you can use your Channel Divinity to follow its magic and teleport within 5 feet of its destination.

 

Aura of the Void

Starting at 7th level, your interplanar travel warps space enough to drag others with you. Whenever you teleport or change planes, you can choose {{(modifier:cha)@min:1}} Willing creatures within 10 feet of you to teleport alongside you, appearing within the nearest unoccupied space next to you.
At 18th level, the range of this aura increases to 30 feet.

 

Warping Ward

Beginning at 15th level, you can create portals to divert strikes toward unsuspecting foes. Whenever you become the target of an attack, you can use a reaction and choose another creature within 30 feet of you. A portal appears next to it and the attacker, making the chosen creature the new target of the attack.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you expend a spell slot of any level to use it again.

Void Incarnate

At 20th level, as a bonus action, you infuse yourself with void magic, embodying swiftness and instability. For 1 minute, you gain the following benefits:

  • Once on each of your turns, you can teleport to an unoccupied space you can see within 30 feet of yourself(no action required).
  • Once per turn, when you hit a creature with a thrown weapon attack, you can deal an extra 2d8 force damage to the target.
  • You can use your Warping Ward any number of times without expending a use of the feature.

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

Previous Versions

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9/30/2024 1:33:04 PM
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