Paladin
Base Class: Paladin

Protect Your Allies from Villainous Magic

The Oath of the Spellguard binds paladins to stand between the vulnerable and the dangers of magic. Spellguards don’t despise magic or those who wield it; they believe that no power should go unchecked and that someone must be ready to answer it when it’s turned to harm. Some serve as magical bodyguards, shielding wizards, nobles, and other charges from rival casters and arcane assassins. Others are mage hunters who track down rogue spellcasters and those whose magic has become a threat. Many Spellguards belong to the Mystic Fire Knights, sworn to defend the Weave itself, while others serve among the Thayan Knights as protectors, enforcers, and hunters of those who threaten Thay’s magical interests.

The tenets of the Oath of the Spellguard are often summarized as follows:

Answer Magic with Resolve. When magic is turned against you or those you protect, stand ready to meet it.

Know Your Foe’s Power. Study the magic of your enemies so you can unravel it.

Guard Your Charge. Protect those who depend on your strength, whether ally, mage, or noble.

None Are Beyond Consequence. No wielder of magic stands above accountability for the harm they cause.

Level 3: Oath of the Spellguard Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Spellguard Spells table, you thereafter always have the listed spells prepared.

Oath of the Spellguard Spells
Paladin Level Spells
3 Detect Magic, Shield
5 See Invisibility, Silence
9 Counterspell, Dispel Magic
13 Freedom of Movement, Otiluke’s Resilient Sphere
17 Hallow, Wall of Force

Level 3: Arcane Intercession

When you cast a spell or hit a creature with an attack roll, you can expend one use of your Channel Divinity to channel the Weave through that moment (no action required). Choose one of the following effects. You can use this feature only once per turn.

Weave Ward. Choose yourself or one creature you can see within 30 feet of you. That creature gains Temporary Hit Points equal to 2d6 plus your Paladin level. While the creature has these Temporary Hit Points, it has Advantage on saving throws against spells. These Temporary Hit Points last for 1 minute, after which they vanish.

Unravel. Choose the creature you hit or one target of your spell. Until the start of your next turn, that creature can't take Reactions, and whenever it makes a saving throw, it subtracts 1d6 from the roll. At level 11, the dice size increases to 1d8. 

Level 3: Student of the Weave

Your study of magic and dedication to protecting others have granted you the following benefits.

Arcana. You gain proficiency in the Intelligence (Arcana) skill if you don’t already have it. In addition, you add your Charisma modifier to any Arcana check you make.

Cantrips. You learn two Wizard cantrips of your choice. The cantrips count as Paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a Paladin level, you can replace one of the cantrips you learned from this feature with another Wizard cantrip.

At Paladin levels 7 and 15, you learn one additional Wizard cantrip of your choice.

Level 7: Aura of Magic Resistance

You emanate an aura that protects against some of the most potent magical energies. Choose one of the following damage types: Necrotic, Psychic, Force or Radiant.

You and your allies have Resistance to the chosen damage type while within your Aura of Protection.

At the start of each of your turns, you can change the chosen damage type to another of the listed options (no action required).

Force

You and your allies within your Aura of Protection have Resistance to Force damage.

Necrotic

You and your allies within your Aura of Protection have Resistance to Necrotic damage.

Psychic

You and your allies within your Aura of Protection have Resistance to Psychic damage.

Radiant

You and your allies within your Aura of Protection have Resistance to Radiant damage.

Level 15: Arcane Vanguard

Your study of the arcane and mastery of martial combat allow you to combine spell and weapon into a single discipline. You gain the following features:

Dispelling Smite. When you cast Divine Smite, you can also end one spell of your choice on the target. A spell of a level equal to or lower than the spell slot you used for Divine Smite ends automatically. For a spell of a higher level, make a Charisma check (DC 10 + the spell's level); on a success, the spell ends.

You can do this a number of times equal to your Charisma modifier (minimum of 1) per Long Rest.

Spell Blade. When you take the Attack action, you can forgo one of your attacks to cast a cantrip.

Level 20: Warden of the Weave

As a Bonus Action, you undergo a transformation as you embody the Weave itself, becoming a living conduit of arcane balance and martial precision that lasts for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 5 spell slot (no action required).

Conduit of the Weave. While in your Aura of Protection, you and allies can’t lose Concentration as a result of taking damage.

Greater Magic Resistance. You and friendly creatures within your Aura of Protection have Advantage on saving throws against spells and other magical effects, and when a creature makes a Spell Attack Roll against you or a friendly creature within your Aura of Protection, that creature has Disadvantage on the attack roll.

Supreme Spell Blade. When you take the Attack action on your turn, you can forgo one of your attacks to cast a spell that has a casting time of an Action.

Activate this effect by clicking on this feature and selecting Activate Warden of the Weave. Deselect it to stop this effect.

Activate Warden of the Weave

While empowered by the Weave as its protector, you gain the following benefits: 

Conduit of the Weave. While in your Aura of Protection, you and allies can’t lose Concentration as a result of taking damage.

Greater Magic Resistance. You and friendly creatures within your Aura of Protection have Advantage on saving throws against spells and other magical effects, and when a creature makes a Spell Attack Roll against you or a friendly creature within your Aura of Protection, that creature has Disadvantage on the attack roll.

Supreme Spell Blade. When you take the Attack action on your turn, you can forgo one of your attacks to cast a spell that has a casting time of an Action.

Level 20: Warden of the Weave

As a Bonus Action, you undergo a transformation as you embody the Weave itself, becoming a living conduit of arcane balance and martial precision that lasts for 10 minutes. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a level 5 spell slot (no action required).

Conduit of the Weave. While in your Aura of Protection, you and allies can’t lose Concentration as a result of taking damage.

Greater Magic Resistance. You and friendly creatures within your Aura of Protection have Advantage on saving throws against spells and other magical effects, and when a creature makes a Spell Attack Roll against you or a friendly creature within your Aura of Protection, that creature has Disadvantage on the attack roll.

Supreme Spell Blade. When you take the Attack action on your turn, you can forgo one of your attacks to cast a spell that has a casting time of an Action.

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