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Oath of Webs

Those who dive into the mystical flow of the universe find themselves for a moment linked to all things and all places. It is this point of connection that links us all together, and those attuned and committed to this connection can harness it for the betterment of all.

Oath of Webs

The oath of webs binds a paladin to act towards a greater good, acknowledging the interconnected weave in which all living creatures find themselves.

Sometimes called knights of the spider, twilight cavalry, or silent heralds, these paladins are shadowy and often unseen parallels to the common boastful and shining knight. They see beyond the often temporary and insubstantial good of heroic acts, seeking instead to achieve long-lasting systemic good by any means necessary.

Tenets of the Web

  • Anonymity. Keep your true identity secret from as many as possible. Systemic change needs no champions, only action.
  • Greatest Good. Do whatever accomplishes the most good for the most people, even if that requires a smaller evil act.
  • Humility. Never boast or gloat. You are an envoy acting upon the collective will of the universe, nothing you do is credited solely to you.
  • Selflessness. Never act only in self-interest. You act on behalf of others, never yourself.
Oath Spells
Level Spells
3rd disguise self, silent image
5th detect thoughts, web
9th blink, nondetection
13th dimension door, greater invisibility
17th modify memory, telekinesis

Web’s Shroud

Starting when you take this oath at 3rd level, you no longer suffer disadvantage on Dexterity (Stealth) checks for wearing any armor that would normally incur this penalty.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Walk the Infinite. As an action you can envelop yourself and all your equipment in the energy of the universe and become ethereal.

You can maintain the energy of the universe for up to 1 minute or until you use a bonus action to end the effect. While enveloped in this way you are invisible, insubstantial, and capable of moving in any direction, even up or down, treating other creatures and objects as difficult terrain. As an insubstantial creature, you can move through solid objects, including living creatures. You take 1d10 force damage if you end your turn inside an object. You can see and hear things around you, but everything looks gray and ephemeral. You cannot make attacks, cast spells, or interact with other objects while enveloped.

See the Unseen. As an action you can connect to the universe and see the world without seeing. For up to 10 minutes you gain blindsight to a range of 30 ft. While doing so you can detect invisible creatures, sense minute vibrations, and see within total darkness.

Spider’s Smite

Starting at 7th level, whenever you use your divine smite feature to deal extra radiant damage to a target creature, you may deal that much poison damage instead of any other types. Whenever a creature is dealt damage with your divine smite, it must make a Constitution saving throw with a DC equal to your spell save DC.

On a failed save creatures are stunned until the end of their next turn.

Traverse the Web

Beginning at 15th level, you can innately cast spider climb at will without the need for components.

Erase the Incident

At 15th level, as an action you can attempt to erase the memory of a recent event, any number of creatures of your choice within 60 feet must make a Wisdom saving throw against your spell save DC.

Creatures who fail this save lose their memory of the past 24 hours and are stunned until the end of their next turn as they regain their senses. Once you use this feature, you can’t use it again until you finish a long rest.

Abandon in Aether

At 20th level, you learn to harness your connection to the universe and use it to rid this world of that which it can no longer tolerate. Whenever you use a melee attack to shove a stunned creature you may attempt to shove them into the universe.

When a creature is successfully shoved in this way, they are lost within the infinite mystical rivers and their destination is left to fate. The GM rolls d100 and consults Table: Abandon in the Aether. The exact location a creature emerges is up to GM discretion but it is more likely in places with a connection to the universe. Once you use this feature, you can’t use it again until you finish a long rest.

Shoving a Creature. Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Table: Abandon in Aether
d% Effect
1-20 The creature dies, its body and soul absorbed somewhere deep within the universe.
21-40 The creature emerges more than 5,000 miles away from where it started after 3 days of confusion within the universe and is afflicted with an indefinite madness.
41-60 The creature emerges between 1,000 and 4,999 miles away after a day of confusion within the universe and is afflicted with a long-term madness.
61-80 The creature emerges between 100 and 999 miles away after an hour of confusion within the universe and is afflicted with a short-term madness.
81-100 The creature emerges between 50 and 99 miles away after a minute of confusion within the universe.

They are also afflicted with a short-term madness unless they pass a DC 18 Wisdom saving throw.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.