Oath of the Weave Guardians (Homebrew)
Hit Points
Hit Dice: d4 per Oath of the Weave Guardians (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Paladins of Mystra are guardians of the weave. They are often sent on quests to recover ancient artifacts and items that hold great magical power. They are charged with protecting and preserving magic, teaching its responsible use, guarding holy sites, hunting evil magic users, and advancing the greater good.
Tenets of the Weave Guardians
Responsible Magic Use. Learn how to use your magic wisely—don’t abuse its power. Learn to use your own abilities to accomplish goals instead of using magic.
Preserve Magic. When you find magic, preserve it. If the magic is terribly powerful and detrimental, hide it away or banish it to another plane rather than destroy it.
Study and Teach Magic. Read and learn about the ways magic is used by others. Seek to increase your knowledge and understanding of magic and teach it to others.
Be Humble with Your Magic. Magic is a gift from Mystra. Be thankful that you have been blessed with magic use. Spellcasting is an art form to be cherished.
Level |
Spells |
3rd |
detect magic, identify |
5th |
blur, darkvision |
9th |
counterspell, dispel magic |
13th |
greater invisibility, Leomund’s secret chest |
17th |
telekinesis, triadspell |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Weapon of the Weave. You can use your Channel Divinity to imbue your weapon with magic from the weave. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (minimum of +1). The weapon is considered magical for the duration.
Spell Shield. As an action, you can use your Channel Divinity to invoke a magical ward that protects you from damage caused by spells. For 1 minute, whenever you must make a saving throw to avoid damage caused by a spell, you only take half the damage on a failed save and no damage on a successful one.
Aura of Warding
Beginning at 7th level, the magic of the weave lies so heavily on you that it forms a ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
Protector of the Weave
Starting at 15th level, your role as a Protector of the Weave bestows you with life sustaining sustenance delivered through your connection to Mystra. Whenever you start your turn with fewer than half your hit point maximum, you can use a bonus action to expend a spell slot to regain hit points equal to 1d6 × the slot’s level + your Charisma modifier.
Avatar of the Weave Guardians
At 20th level, you can use your action to transform into the ideal guardian of the weave; for 1 minute, you gain the following benefits, or until you use an action to end the transformation early.
You can use your Protector of the Weave feature even if you aren’t below half your hit point maximum.
Once, before the duration expires, when you start your turn with no spell slots remaining, you can use your action to regain spell slots with a combined spell level of 5, none of which can be higher than 3rd level. You must immediately choose which spell slots to recover.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it with a bonus action instead.
Once you use this feature you can’t use it again until you finish a long rest.