Paladin
Base Class: Paladin

Most who take this oath devote themselves to maintaining the weave and widening the knowledge of it.

Influence of the Weave

At 3rd level, once you have committed yourself to this oath a change occurs. While most paladins power is derived by the divine, so much is not so with the Oath of the Weave. The magic suffused into you changes key parts of the paladins power in specific ways, but leave much unchanged.

Once the oath is taken, the following happens:

  • Your paladin abilities that rely on your Charisma score now use your Intelligence score. This includes spellcasting, aura modifiers and abilities like Cleansing Touch.
  • Your saving throws now adjust from Wisdom and Charisma to Intelligence and Wisdom.
  • Divine Smite and Improved Divine Smite now deal force damage instead of radiant. As well as they deal extra damage to aberrations and fiends rather than fiend and undead.
  • You may replace one skill that you currently are proficient in with the Arcana skill.
  • The 10th level Aura of Courage ability is replaced by an Ability Score Increase as well as a subclass feature. (More for flavor than necessary function)

Divine Sense is also changed slight to Eyes of the Arcanist, detailed below.

As an action, you can open your awareness to detect unnatural forces. Until the end of your next turn, you know the location of any aberration, fiend, or construct within 60 feet of you that is not behind total cover. You know the type (aberration, fiend, or construct) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of a curse placed on a creature or object.
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.

 

Channel Divinity

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

Eldritch Weaponry. As a bonus action, you can imbue one weapon that you are holding with focused arcane energy, using your Channel Divinity. For 1 minute, you add your Intelligence modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

If the weapon ever leaves your hand you can pull on the threads of magic connecting you to it and summon it back to your hand (no action required). You can end the effect as part of any other action or if you are ever unconscious.

Arcane Empowerment. When a creature (other than yourself) within 30 feet of you that you can see casts a spell, you may use your reaction to cause the spell to come into effect without using a spell slot, using your Channel Divinity instead. The spell slot used to cast the spell must be of a level equal to or lower than your Proficiency Bonus.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Weave Spells

Additionally, when you reach 3rd, 5th, 9th, 13th and 17th level in the paladin class, you may select one spell of a level you can cast from the wizard spell list. Each time you gain a level in this class you can replace one spell you learned this way with another of a level you can cast from the wizard spell list. Spells learned this way are considered paladin spells for you.

Aura of Empowerment

Starting at 7th level, you exude an aura out to 10 feet of bolstering arcane energy. If a spell or magical effect is cast from inside your aura or targets a hostile creature inside your aura and deals damage, the caster can reroll any 1’s or 2’s on the damage roll. They must keep the new roll. This bonus applies to your allies and yourself.

Additionally, if a creature starts its turn under a spell or magical effect while in your aura, you can choose to force it to make a Charisma saving throw. On a failure it's speed is halved. On a success, there is no effect.

At 18th level, the auras range increases to 30 feet.

Forceful Rebuke

Beginning at 15th level, whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Intelligence modifier in force damage to the creature that forced the saving throw.

Force of the Arcane

At 20th level, you gain one, 6th level spell slot. You may choose one, 6th level spell from the wizard table, this spell is considered an arcane paladin spell for you can is always prepared, it does not count against your number of prepared spells. You can only use this spell slot to cast this spell. You can spend 8 hours of studying and meditating to change this spell out for another 6th level spell on the wizard spell list.

Additionally, as an action you can transform for 1 minute. While transformed you gain the following abilities:

  • Your movement speed is doubled, and you are under the effects of the Freedom of Movement spell.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • You may take the Dodge action as a bonus action.

This feature resets after a long rest. It can also be use again if a 6th level spell slot is expended to do so.

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