Paladin
Base Class: Paladin

Unlike most paladins, those who follow the Oath of the Weave do not pledge themselves to any form of divinity. Though some may be followers of gods of magic, such as Mystra, their oath requires no worship of a god. Instead, they pledge themselves to the Weave - the ever-present network of energy from which what we call magic is born. They strive to protect and nourish this energy, wanting to preserve the Weave for all eternity.

These paladins may serve as guardians in arcane academies, hunters of rogue spellcasters, or seekers of magical relics. Whatever their calling may be, all paladins who swear this oath know the power of the Weave and the importance of its balance being maintained.

TENETS OF THE WEAVE

The tenets of the Oath of the Weave drives paladins to fight for the preservation and balance of magic, while mastering it themselves.

Preserve Knowledge. The Weave is neither evil nor good, but should be preserved. Fight to keep it safe and from the hands of evil.

Maintain the Balance. Seek out those who misuse the Weave and bring judgement upon them.

Embrace the Weave. Devote yourself to the study of magic, and perfect your connection to the Weave.

Arcane Knight

Starting at 3rd level when you take this oath, your knowledge of the arcane and unnatural far outrival that of other paladins. You gain proficiency in the Intelligence (Arcana) skill, and can double your proficiency bonus for it.

Additionally, the damage type of your Divine Smite feature changes to force damage.

Oath of the Weave Spells

You gain oath spells at the paladin levels listed in the Oath of the Weave Spells table.

Paladin Level Spells
3rd detect magic, magic missile
5th see invisibility, detect thoughts
9th lightning bolt, dispel magic
13th greater invisibility, banishment
17th teleportation circle, arcane hand

Channel Divinity

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

Arcane Reflection. As a reaction to yourself getting targeted by a spell that requires a ranged attack roll, you can expend a use of your Channel Divinity and roll an Intelligence (Arcana) check. If the result of the check is higher than the attack roll of the spell you were targeted with, you can redirect the spell to hit a different creature within 30 feet of you. If there are no other creatures within that range, the spell simply misses you.

Arcane Restoration. As an action, you can expend a use of your Channel Divinity to restore some of your lost arcane energy. After doing so, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or lower than a quarter of your paladin level rounded up, and none of spell slots can be of 6th level or higher.

For example, if you’re an 8th-level paladin, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Aura of the Mage

Starting at 7th level, you constantly emit an aura that hones or diminishes a spellcaster’s focus. You and any allies within 10 feet of you have advantage on Constitution saving throws to maintain concentration on a spell, and enemies within 10 feet have disadvantage.

At 18th level, the range of this aura increases to 30 feet.

Secrets of the Weave

Starting at 15th level, you’ve learnt how to tap into the weave to gain new arcane knowledge. At the end of a long rest, you can choose one 6th level spell from the wizard spell list and add it to yours. This spell counts as a paladin spell for you and doesn’t count against your maximum number of spells known. You can cast the chosen spell once per long rest without requiring a spell slot, though you still need the required material components.

You know the chosen spell until you use this feature again to choose a different spell.

Master of Spell and Sword

At 20th level, you’ve learnt how to infuse your entire being with the power of the Weave. As an action, you can undergo a transformation for 1 minute. For the duration, you gain the following features:

  • You have advantage on saving throws against spells and other magical effects.
  • Whenever you cast a spell of 1st level or higher using one of your paladin spell slots, you can choose to cast it as if you had expended a higher level spell slot.
  • Every time you spend a paladin spell slot, you gain temporary hit points equal to the level of the expended spell slot + your Charisma modifier.

You can use this feature once per long rest.

Previous Versions

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