Oath of the Weave Watcher

The Weave Watchers were formed long ago after a paladin order stood against malevolent magical forces. After the encounter, the order decided that the arcane was too powerful to ignore, and that the art could help them keep those who would abuse it at bay. Those trained as watchers have it drilled into their minds that the power they hold must be respected and strictly controlled. Known as Violet Knights, Witchblades, and Spellswords, Watchers adorn their armor in mystical iconography that represents the arcane spells they know.

Tenets of the Weave Watchers

The tenets of the Oath of the Weave Watchers are practical instead of zealous. They focus on preparation, keeping yourself informed, and not abusing your powers.

Power Corrupts. The weave grants me power, but it is easily abused. I must not be corrupted as those I hunt have been.

Know Your Foe. The world is full of magic, I must be wary of being overzealous in my hunt. Not all who work the weave seek to abuse it.

Control. I have the power to burn and destroy, and I must keep this in mind. A slight on the street does not deserve arcane retribution.

Oath Spells

You gain Oath spells at the paladin levels listed.

Oath of the Weave Watcher Spells
Paladin Level Spells
3 Detect Magic, Absorb Elements
5 Hold Person, See Invisibility
9 Counterspell, Dispel Magic
13 Arcane Eye, Otiluke's Resiliant Sphere
17 Scrying, Modify Memory

Fire With Fire

At third level select two spells from the Wizard spell list of a level that you can cast, they become Paladin spells for you. Every two levels thereafter you may select one additional Wizard spell to add to your list of prepareable spells. (Change, remove, rework)

Arcane Absolution

At third level you gain the ability to alter your smites tobetter combat an vast number of foes. Choose two damage types from Fire, Cold, Acid, Lightning, Poison, and Psychic. You may now empower your smites with the chosen damage types instead of Radiant. You may choose another damage type from this list at 5th, 7th, 9th, and 11th levels.


Channel Divinity

When you take this oath at third level you get the following channel divinity options.

Commandeering Strike. As an action you channel the light of law into your weapon. For 1 minute the first time you hit with a melee attack on a turn you learn of 1 ongoing spell effect on the target. When you do you may choose to ignore this effect, dismiss it from your target, or take the effect upon yourself. You may only have 1 commandeered effect on you at a time, and the effect lasts for the duration of this ability.

Gag Order As an action, choose a number of creatures within 30 feet of you equal to your charisma modifier. Those creatures are silenced for 1 minute.

Living Leyline

At 7th level you exude an aura of arcane energy, amplifying the magical abilities of your allies. Friendly creatures within 10 feet of you have advantage on spell attack rolls. Hostile creatures within 10 feet of you have disadvantage on spell attack rolls.

At 18th level the range of this aura becomes 30 feet.

Arcane Aegis

At 18th level you may use your reaction to cast Shield on a friendly target within 30 feet of you. When you are the target of any spell you gain temporary HPs equal to the spell's level plus your CHA modifier.

Abjurant Champion

At 20th level, you can assume the form of a mighty force of arcane energy, taking on an appearance you choose. For example, your skin might become translucent and glowing, your hair might grow wild and take the color of the last energy type you used, or you might become a being of pure force.

Using your action, you undergo a transformation, you may use this ability once per long rest. For 1 minute, you gain the following benefits:

  • At the start of each of your turns roll 1d6. Regenerate a number of spells slots with a combined level equal to the number rolled.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures that can see you have to make a concentration check whenever they try to cast a spell, the DC is equal to the paladin's spell save DC. If they fail that spell is immediately countered as Counterspell cast at 9th level.