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.