Faerûnian Prestige Class : Knight of the Weave
"The Weave is the lifeblood of Faerûn, and I would sacrifice my own life if it meant she would persevere." - Elos Crownsilver, Guardian of the Weave
Over a dozen deities have worshipers who are paladins, promoting law and good across Faerûn, but it is the Weave itself that empowers and strengthens the Knights of the Weave. Distinct from the worship of Mystra, members of this mystic order of sacred defenders cherish the Weave like a fine wine, knowing that its existence enriches all of Faerûn. They drink deeply of its power; use that energy to extend its reach, and utterly smash those who would hurt the object of their love. Their power comes from pure magic, and unlike typical paladins, their power is arcane rather than divine. Over time they become imbued with the power of the Weave, capable of unleashing magic in its raw form.
Most Knights of the Weave come from the ranks of the Guardians of the Weave. A few characters become knights on their own, usually after witnessing some event that reveals the beauty, power, and fragility of magic in the world. Fighters and paladins are the most likely to become knights, and some bards and sorcerers who are willing to sacrifice some of their spell power are also aspirants to the knighthood. Knights must have a basic understanding of magic whether or not they are spellcasters, and some knowledge of the history of the world and how magic shaped it is necessary as well. Strength (for melee attacks) and Charisma (for spellcasting) are key abilities for Knights of the Weave.
To qualify to become a Knight of the Weave, a character must fulfill all the following criteria:
- Alignment: Any non-evil
- Skills: Knowledge (arcana) 1 rank, Knowledge (history) 1 rank, Spellcraft 1 rank.
- Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells.
- Oath to the Weave: A knight must swear to defend the Weave at all costs, sacrificing his own life to preserve it if necessary.
Special: Cannot be a Shadow Weave user.
Skill Points at Each Level: 2 + Int modifier.
Knights of the Weave cast arcane spells and learn how to tap into the raw power of the Weave. A knight's caster level for his spell-like abilities-is equal to his class level.
Detect Magic (Sp): At 1st level, you gain the ability to use detect magic at will.
Read Magic (Sp): At 1st level, you gain the ability to use read magic at will.
Spellcasting: Knights of the Weave cast arcane spells like a sorcerer (you use your Charisma score to determine bonus spells per day, save DCs, and so on). Refer to the table below to determine your spells known and spells per day. You incur the normal arcane spell failure chance for wearing armor (but see Armored Caster below). Your caster level for your knight spells is equal to your knight class level plus any other arcane caster levels you may have.
This class's spellcasting progression allows you to quickly approach the highest-level spells available to a single-class spellcaster of your character level, but you will always know fewer spells and be able to cast fewer spells per day than a single-class spellcaster.
Armored Caster (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). At 2nd level, you become more attuned to the Weave and can cast your arcane spells while wearing light armor without incurring the normal arcane spell failure chance. If you wear medium or heavy armor or carry a shield, you incur an arcane spell failure chance if the spell has a somatic component.
At 8th level and higher, you can cast your arcane spells in light or medium armor without incurring arcane spell failure. Casting in heavy armor or with a shield still incurs the normal arcane spell failure chance.
Past Metamagic (Ex): At 4th level you become able to channel extra magic into an arcane spell to employ metamagic feats more efficiently. When spontaneously casting an arcane spell (such as in a sorcerer spell or a knight spell) with one or more metamagic effects applied to it, you can expend an extra spell slot to cast the spell without increasing its casting time (as normal for applying metamagic to a spontaneously cast spell). The extra spell slot must be equal or exceed the spell slot used to cast the metamagic-affected spell, but need not be from the same spellcasting class. For example, if you wanted to apply your Silent Spell metamagic feat to a magic missile spell, you would normally cast the spell as a full-round action. If you expended an extra spell slot of 2nd level or higher, you could cast the silent magic missile as a standard action instead. You could even quicken the magic missile spell, but you would have to expend a 5th-level or higher spell slot.
This ability doesn't let you apply a metamagic effect if you don't already have the appropriate feat.
Spellfire (Su): While you are not a natural user of spellfire, your connection to the Weave gives you a limited ability to channel raw magical energy as if you were born with this talent. You cannot absorb spells targeted at you, nor can you store spellfire energy for later use, but you can use your own arcane spell energy to heal (or later, to blast).
Starting at 6th level, you can convert your available arcane spells (from any class) to healing spellfire. You can convert a single arcane spell slot or prepared arcane spell as a standard action to heal target by touch, restoring 2 hit points per spell level expended for this purpose.
At 10th level, you can also convert your arcane spells into spellfire blasts that deal damage. As a standard action, you can convert a single arcane spell slot or prepared arcane spell into a ranged touch attack (maximum range 400 feet), dealing 1d6 points of spellfire damage per spell level expended, Reflex DC 20 half. Spellfire damage is half fire damage and half raw magical power; creatures with immunity or resistance to fire apply this effect only to half the damage.
Multiclassing: A paladin who takes levels in Knight of the Weave can still take levels in paladin.
Knight of the Weave Spell List
Knights of the Weave choose their spells from the following list.
- 1st Level - bless, bless weapon, charm person, command, comprehend languages, cure light wounds, divine favor, lesser restoration, mage armor, magic missile, magic weapon, read magic, shield.
- 2nd Level - arcane lock, bear's endurance, bull's strength, cat's grace, darkvision, delay poison, eagle's splendor, resist energy, see invisibility, shield other.
- 3rd Level - arcane sight, cure moderate wounds, Darsson's potion, daylight, dispel magic, fly, forceward, greater magic weapon, phantom steed, remove curse.
- 4th Level - break enchantment, cure serious wounds, death ward, lesser globe of invulnerability, mark of justice, neutralize poison, restoration.
- 5th Level - cure critical wounds, dimension door, disrupting weapon, Mordenkainen's faithful hound, spell resistance, true seeing.
- 6th Level - banishment, greater dispel magic, teleport.
|Knight of the Weave||Hit Die: d8|
|1st||+0||+2||+0||+2||Detect magic, read magic, spellcasting|
|2nd||+1||+3||+0||+3||Armored caster (light)|
|8th||+6||+6||+2||+6||Armored caster (medium)|
|Spells per day/Spells known|
Knights of the Weave Lore
Characters with Knowledge (arcana) can research the Knights of the Weave to learn more about them. When a character makes a skill check, read or paraphrase the following, including the information from lower DCs.
- DC 10: The Knights of the Weave are a knightly order of Mystra.
- DC 17: The knights are skilled warriors who study magic. They are not paladins, though they often act like them.
- DC 20: The knights use arcane magic rather than divine magic, and some even learn how to create spellfire. They know less magic than a true mage but can hold their own against an opponent of similar power. The knights revere the Weave itself rather than the goddess Mystra.
Characters can use Knowledge (religion) or bardic knowledge to discover the above information, but the DCs are 5 higher.
Source: Champions of Valor