Paladin
Base Class: Paladin

While a typical paladin may swear an oath of loyalty to a particular god, as a Knight of the Weave, you are a rare breed who takes the longer view, knowing that gods of magic come and go, while the Weave of magic that surrounds and infuses the world must endure. Most Knights still revere Mystra, while others are devoted to other gods of magic such as Savras the All-Seeing, Corellon Larethian, Azuth the Lord of All Spells, or even Velsharoon, lord of necromancy. 

You feel the Weave flowing through you and giving life to all things around you. You vow to destroy those who would use its might to cause harm and suffering to others. You draw directly on the Weave itself to power your abilities, and can even learn to wield Spellfire, the Silver Fire - a direct manifestation of the Weave's power.

 Adapted from the 3rd edition D&D sourcebook Champions of Valor.

TENETS OF THE OATH OF THE WEAVE

Though the Knights of the Weave are largely independent and receive their calling individually, they share these qualities:

Preserve. Let knowledge of magic always be safeguarded, even corrupt magic, for those who forget history are doomed to repeat it.

Protect. Root out and destroy anyone who uses magic to inflict suffering, and heal the victims of their predations.

Repair. Seek out dead magic and wild magic zones and mend them to the best of your ability.

Educate. Spread knowledge of magic to all those who would benefit from it. 

Arcane Knowledge

When you take this oath at 3rd level, you gain training in the Arcana skill, and you add your proficiency bonus twice

Channel Divinity

Also at 3rd level, you gain the following two Channel Divinity options:

Dispel Magic. As an action, you can attempt to dispel magical effects, using your Channel Divinity. Choose one creature, object, or magical effect within 60 feet. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a Charisma ability check. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Resist Magic. As your reaction when you fail a saving throw against a spell or magical ability, you can use your Channel Divinity to re-roll the saving throw.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Weave Spells

Silver Fire

Starting at 7th level, you learn to manipulate Spellfire, the raw threads of the Weave itself, to heal or to harm. Each use requires your action, and requires the expenditure of one paladin spell slot.

  • Heal: You restore hit points to a creature you can see within 30 feet. The amount is 1d12 plus your Charisma bonus for a 1st-level spell slot, plus 1d12 for each spell level higher than 1st.
  • Harm: You make a ranged spell attack against a creature within 60 feet. On a hit, the target takes damage equal to 4d6 plus your Charisma bonus. Half the damage is fire damage and half is lightning damage. The damage increases by 2d6 for each spell slot above 1st.

At 18th level, the range of these abilities doubles.

Weave Walking

Beginning at 15th level, you can cast the teleport spell once per day. Add your paladin level to the percentile roll to determine the spell's accuracy.  

Magic Incarnate

At 20th level, as an action, you can invoke the might of the Weave, transforming into a being of pure magic. For 1 minute, bright light shines from you in a 120-foot radius, and dim light shines 240 feet beyond that. You gain a fly speed of 60 feet and you resist all damage. You can use your Silver Fire ability once each round as if you had used a 5th-level spell slot without spending any spells. 

Once you use this feature, you gain a level of exhaustion and you can’t use it again until you finish a long rest.

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