Oath of the Weave

by Levistej

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Oath of the Weave

Not all paladins are divine warriors driven by their oath to a particular god or pantheon, some of them draw the power from the source of all arcane energy - the Weave. Although some paladins who follow the path of the Weave give their allegiance to certain gods of magic such as Mystra or Boccob, most of them have a more personal connection to the Weave itself. They often serve as protectors of their own beliefs on what magic should be used for, some of them seek out rebel spellcasters who abuse their power, some are dedicated guards at arcane universities and mage guilds alike while there are also those who seek out their careers as loyal bodyguards of mighty wizards or even hunters of ancient magical relics. Whatever their calling, they all know the power of arcane magic and are aware that a certain balance must be maintained.

Tenets of the Weave

A paladin who takes this oath often has an arcane symbol tattooed on his wrist. Although it brings no special powers, this symbol is a mark of their order which is recognized, respected and and often feared, depending on the person witnessing it.

Lore forgotten is lore lost. No magic is evil or wrong by itself and none should be forgotten. Seek out Arcane knowledge and preserve it but be careful that its secrets don't fall into the wrong hands.

Maintain the balance. Not all who posses arcane power are worthy of it. Seek out those who abuse the power of the Weave and revert or punish them.

Protect the powerless. Those who are not gifted in the arcane arts are no less worthy of your protection. Make sure they are safe when confronted with forces they have no power over, share your gift among them.

Embrace the Weave. While arcane knowledge is a field you must study, it takes practice in the Arts to truly understand it. Devote yourself to the perfection of the Arts whenever you can so that you may truly embrace it.

Oath Spells

Oath of the Weave Spells
Paladin level Spells
3rd Detect Magic, Identify
5th Silence, Locate Object
9th Dispel Magic, Counterspell
13th Otiluke's Resilient Sphere, Leomund's Secret Chest
17th Legend Lore, Rary's Telepathic Bond
 

Arcane Smite

From 3rd level and onward, your Divine smite no longer deals radiant damage. Whenever you hit a creature with a melee weapon attack and spend a spell slot to channel your smite you can choose to deal fire, lightning, cold or thunder damage instead. Instead of increasing the damage by 1d8 when you hit a fiend or undead, the damage is increased whenever you hit an aberration or monstrosity.

Lorekeeper

When you take this archetype at third level you learn the Arcana skill. You also gain a spellbook written in a secret script known only to the members of your order. At third level the spellbook contains 2 first level spells with the ritual tag from the Wizard spell list. The spells appear in the book and don't count against the number of spells you know. You can't cast the spells except as rituals unless you've learned them by some other means. On your adventures, you can add other ritual spells to this spellbook. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your paladin level (rounded down) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Channel Divinity

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

Arcane Aegis

When you are hit by a spell that requires a spell attack roll and targets only you, you may use this Channel divinity option as a reaction to redirect the spell. Make an opposed Charisma check against the caster of the original spell. If your result is higher, choose another target for the spell within 60 feet of your current location. The redirected spell uses the original casters spell casting modifier but you roll the attack roll against the new target. If you fail in the opposed Charisma check, the spell and all its effects hit you as normal.

Consult the Weave

In times most dire, you draw upon your innate connection to the very source of magic and draw upon its power. You may use this Channel divinity option as an action to recuperate some of your depleted power regaining one spell slot of a level equal to or less than 1/4 of your paladin level (rounded down). The minimum level of the spell replenished is 1.

Aura of Arcane Resonance

Starting at 7th level you emit an aura of arcane energy that hinders or strengthens magic, depending on your needs. You and friendly creatures within 10 feet of you have advantage on ability checks and saves made to maintain concentration on a spell. Likewise, enemies within this aura have disadvantage on any check or save made to maintain concentration on spell.

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

Improved Arcane Smite

By 11th level, your very attacks are infused by pure arcane energy. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.

This feature replaces the paladins "Improved Divine smite" class feature, traditionally gaind at 11th level.

Arcane Sentinel

Beginning at 15th level, you have become a bastion of defence against the magical arts. You can use your reaction to cast the Shield or Absorb Elements spells, even if you don't know them. This ability doesn't use up a spell slot and you can use it a number of times equal to your Charisma modifier. You regain all uses of this ability once you finish a long rest.

Protector of the Weave

At 20th level, you can become a living embodiment of arcane magic, feeding upon its power as it courses through the world. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Immediately upon using this ability, you regain all expended uses of your Channel Divinity and Arcane Sentinel features.
  • You have advantage on saving throws against spells and other magical effects.
  • Every time you spend a spell slot you gain temporary hit points equal to the level of the expended spell times your Charisma modifier

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

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Credit for the artwork goes to: https://www.artstation.com/junifrio

 

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