Amechra
2015-01-13, 01:18 PM
pibby wrote up their version of the Oath of the Weave here (http://www.giantitp.com/forums/showthread.php?392698-Paladin-Subclass-Oath-of-the-Weave) - I ended up being a bit inspired by it.
One thing I'm unsure about is Dispelling Smite; should I change it to something based around Counterspell instead of Dispel Magic?
Oath of the Weave
The Oath of the Weave is simple, and direct - the Paladin views magic as a (literal) gift from the Gods, and has therefor pledged to punish those that would use this gift for evil purposes. Whether they are liches unnaturally extending their lives, Clerics of Death poisoning rivers, or simply a Sorcerer who is too indiscriminate when casting their Fireballs, those who have taken the Oath see it as their responsibility to stop them.
Tenets of the Weave
Magic is Sacred: Magic is from the Gods, and is a tribute to the Gods - since every spell is a prayer, they should only be dedicated to good deeds. To use magic irresponsibly is sinful.
Oath Spells:
3rd - Mage Armor, Magic Missile
5th - Enhance Ability, Phantasmal Force
9th - Counterspell, Dispel Magic
13th - Arcane Eye, Dimension Door
17th - Legend Lore, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Counterspell: As a reaction, you may show a holy symbol and use your Channel Divinity to duplicate the effects of Counterspell; however, you do not automatically counterspell spells of any level, instead requiring an ability check regardless of the spell's level.
Read the Weave: You may use your Channel Divinity to directly draw magical inspiration from the Weave, temporarily giving yourself a minor magical advantage - doing so allows you to use any one Cantrip from the Sorcerer spell list. After using this Cantrip, you are considered to have learned it for the next minute; once that minute is up, you forget it.
Aura of Spellarmor
Beginning at 7th level, you've learned to draw the Weave over you and your allies as a protective cloak. Spell attacks made against you or a friendly creature within 10ft have Disadvantage on their attack roll.
At 18th level, the range of this aura increases to 30ft.
Witch Hammer
Starting at 15th level, Cantrips learned through Read the Weave last until you finish a short rest. In addition, you treat spell attacks made as part of a Cantrip as if they were melee weapon attacks for the purposes of Divine Smite; however, you do not gain any of the benefits of Improved Divine Smite when Smiting with a Cantrip.
The Champion Arcane
At 20th level, you can adopt the mantle of the Champion Arcane, taking on an appearance of your choice that reflects raw arcane power. For example, you could be surrounded by glowing mantles of pure magic, your hands could drip runes of power, or your eyes and mouth could be filled with mystical light.
Using your action, you undergo a transformation. For one minute, you gain the following benefits:
• You have Advantage on all ability checks made as part of a spell or your Channel Divinity.
• You treat all of your spell slots as if they were one level higher; for example, a spell cast out of a 3rd level spell slot would benefit as if it were cast out of a 4th level spell slot.
• You treat all spell attacks as if they were melee weapon attacks for the purposes of Divine Smite and Improved Divine Smite.
Once you have used this transformation, you cannot do so again until you have completed a long rest.
One thing I'm unsure about is Dispelling Smite; should I change it to something based around Counterspell instead of Dispel Magic?
Oath of the Weave
The Oath of the Weave is simple, and direct - the Paladin views magic as a (literal) gift from the Gods, and has therefor pledged to punish those that would use this gift for evil purposes. Whether they are liches unnaturally extending their lives, Clerics of Death poisoning rivers, or simply a Sorcerer who is too indiscriminate when casting their Fireballs, those who have taken the Oath see it as their responsibility to stop them.
Tenets of the Weave
Magic is Sacred: Magic is from the Gods, and is a tribute to the Gods - since every spell is a prayer, they should only be dedicated to good deeds. To use magic irresponsibly is sinful.
Oath Spells:
3rd - Mage Armor, Magic Missile
5th - Enhance Ability, Phantasmal Force
9th - Counterspell, Dispel Magic
13th - Arcane Eye, Dimension Door
17th - Legend Lore, Scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Divine Counterspell: As a reaction, you may show a holy symbol and use your Channel Divinity to duplicate the effects of Counterspell; however, you do not automatically counterspell spells of any level, instead requiring an ability check regardless of the spell's level.
Read the Weave: You may use your Channel Divinity to directly draw magical inspiration from the Weave, temporarily giving yourself a minor magical advantage - doing so allows you to use any one Cantrip from the Sorcerer spell list. After using this Cantrip, you are considered to have learned it for the next minute; once that minute is up, you forget it.
Aura of Spellarmor
Beginning at 7th level, you've learned to draw the Weave over you and your allies as a protective cloak. Spell attacks made against you or a friendly creature within 10ft have Disadvantage on their attack roll.
At 18th level, the range of this aura increases to 30ft.
Witch Hammer
Starting at 15th level, Cantrips learned through Read the Weave last until you finish a short rest. In addition, you treat spell attacks made as part of a Cantrip as if they were melee weapon attacks for the purposes of Divine Smite; however, you do not gain any of the benefits of Improved Divine Smite when Smiting with a Cantrip.
The Champion Arcane
At 20th level, you can adopt the mantle of the Champion Arcane, taking on an appearance of your choice that reflects raw arcane power. For example, you could be surrounded by glowing mantles of pure magic, your hands could drip runes of power, or your eyes and mouth could be filled with mystical light.
Using your action, you undergo a transformation. For one minute, you gain the following benefits:
• You have Advantage on all ability checks made as part of a spell or your Channel Divinity.
• You treat all of your spell slots as if they were one level higher; for example, a spell cast out of a 3rd level spell slot would benefit as if it were cast out of a 4th level spell slot.
• You treat all spell attacks as if they were melee weapon attacks for the purposes of Divine Smite and Improved Divine Smite.
Once you have used this transformation, you cannot do so again until you have completed a long rest.