# Oath of the Weave
###### tags: `Paladin`, `Archetype`, `Subclass`, `Oath`,
Many deities have worshipers who are paladins, promoting law and good across Faerun with divine might, but those who swear this oath draw additional strength from the Weave itself. They are most often known as Knights of the Weave, but also as swordmages, arcane defenders, or mage knights. They cherish the Weave like a fine wine, knowing that its existence enriches all of Faerun.
Nothing is more important to you than magic's continued existence. You likely worship a god whose portfolio includes magic, knowledge, wisdom, or mysticism—which includes a wide selection of deities, from Mystra, Azuth, Savras, and many elven and gnomish gods to Selune, Isis, Deneir, and others—and serve your deity by guarding temples and questing for lost magical troves. Among those who focus on the protective disciplines of this oath—who often refer to it by the alternate name “the Oath of the Aegis” and prioritize personal loyalty and defense even above the wonders of the Weave itself—gods associated with loyalty and guardianship are favored as well, such as Helm, Torm, or Tyr.
Knights of the Weave are less likely to wear heavy armor than other paladins, but few eschew armor entirely. Although you study powerful magic, most of what you know relates to enhancing your fighting abilities and your place is in the thick of battle. Your power comes from pure magic, and eventually you develop increased ability to use magic, counter hostile magic, and defeat enemy spellcasters. While not capable of the power and control of a natural born user, you can learn to wield spellfire over time as well. Tenets ofthe Weave
**Learning and Lore.** Knowledge is the flickering candle at the shore of an ocean of darkness. Keep that light burning, despite the rising tides of time and ignorance. Recover lost artifacts and magical items. Never stop learning.
**Diligence.** Train every day. Just as your blade requires sharpening before every battle, your magical and martial prowess must be honed by relentless practice. Magic is a supreme privilege, and should be approached with caution and respect.
**Guardianship.** Those who use magic for evil ends often prey upon the weak. Whether you've sworn an oath of guardianship or merely wandered into the path of such predation, you know the safety of any ally or
innocent in your presence is your personal responsibility. If the choice is between harm coming to you or to the subject of your protection, you take the blow yourself.
**Unbound Arcana.** Magic manifests in countless incarnations. Go forth and seek them all. Learn from the old, and devise the new, but whatever you do, explore magic in all its myriad wonders.
## Oath Spells
You gain Oath Spells at the Paladin levels listed:
3rd level. *detect magic*, *shield*
5th level. *misty step*, *warding bond*
9th level. *aegis of ensnarement**, *counterspell*
11th level. *death ward*, *ice storm*
17th level. *flame strike*, *teleportation circle*
## Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
**Spellfire Blade.** You can use your Channel Divinity to enhance weapon attacks. As a bonus action, you infuse your weapon with arcane energy for one minute. The next time during that minute that you hita target with an attack that is part of the action used to cast a cantrip, the target you hit with the attack takes extra radiant damage in addition to any other effects of that hit. The extra damage equals 2d8 + your paladin level, and the next time the target tries to cast a spell before the end of its next turn, it must make a Constitution saving throw against your paladin spellcasting DC. On a failed save, the spell fails and has no effect.
**Spellfire Shield.** When you make a successful saving throw against a spell, or a spell attack misses you, as a reaction you can use your Channel Divinity to reflect the spell onto an enemy. Choose another creature (including the spellcaster) you can see within 30 feet. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against that creature.
## Spellshatter
Beginning at 3rd level, when you use your Divine Smite feature on a weapon attack, you can also use a bonus action to imbue that weapon with anti-magic energy bestowed by your deity. If the target takes damage from the attack, any spell that is on the target ends if it is of a level equal to or lower than the spell slot you expended for your Divine Smite. In addition, if the damaged creature is concentrating on a spell, the DC of the saving throw it makes to maintain its concentration is equal to your paladin spell save DC or half the damage inflicted, whichever is higher.
You can use this feature a number of times equal to your Charisma modifier, regaining expended uses when you finish a long rest.
## Arcane Cantrips
At 3rd level when you take this oath, choose two of the following cantrips: challenger's mark*, booming blade***, echoing blow*, frostwind blade*, greenflame blade***, looming shadow*, or punishing strike*. You learn those two cantrips in addition to your paladin spells.
Once you reach 7th level, when you cast a cantrip gained from this feature, you can expend 10 hit points from the pool of healing granted by your Lay on Hands feature to change the casting time to 1 bonus action for this casting.
## Aegis of Blue Flame
Starting at 7th level, an aura of magical power radiates from you. Whenever a friendly creature within 10 feet of you is the target of an opportunity attack, that attack is made at disadvantage. When you reach 18th level, opportunity attacks against friendly creatures within 30 feet of you are made at disadvantage.
When you reach 9th level, whenever a friendly creature within this aura is struck by an attack, you can use your reaction to protect it with a blue aegis of blazing spellfire, casting the aegis of ensnaring* spell as a 3rd- level spell without using a spell slot.
## Mystic Champion
At 15th level, choose one wizard spell of 4th-level or lower. That spell is added to your oath spells list. In addition, choose two cantrips from the wizard spell list. You learn those two cantrips in addition to your paladin spells. Finally, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
## Living Spellfire
At 20th level, you become imbued with the power of the Weave, capable of unleashing magic in its raw form. As an action, you wreathe yourself in a maelstrom of spellfire. For one minute, you gain the following benefits:
- You can teleport up to your walking speed as a bonus action.
- Hostile creatures within 30 feet of you have disadvantage on saving throws against spells you cast, and take a -5 penalty on Constitution saving throws to maintain concentration on a spell.
- When you use your action to cast a spell, you can make one weapon attack as a bonus action.
- When you roll damage for a spell, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
Once you use this feature, you can't use it again until you finish a long rest.