Paladin
Base Class: Paladin

There came a point in time when a few dyslexic creatures were trying to read about paladins' subclasses when they came across the Oath of Vengeance subclass and misinterpreted it as the Oath of Vegetables subclass. Because of this, for a very long time this was believed by many to be a real paladin subclass that when it was found out that it wasn't, many paladins had already taken it as their chosen subclass. For a paladin to take the Oath of Vegetables, it means they are willing to sacrifice their life for the greater food, gain strong abilities related to green consumables, and become one with the many different and unique kinds of vegetables, such as peppers, asparagus, and even the dreaded broccoli. Sometimes called healthmongers or green knights, some paladins of this oath use their powers for healing and to bring nourishment throughout the lands, while others choose to discipline those who do not fall into accordance with that of vegetables. Oath of Vegetables paladins adorn their armor or other items with symbols of health or a specific favored vegetable, almost always with green colors, and usually devote themselves to deities of nature, such as Beory, Obad-Hai, Chislev, Arawai, and Skerrit.


 

Tenets of Vegetables

A variety of vegetables can lead to a variety of opinions from many Oath of Vegetables paladins, but most paladins of this oath share these tenets.

Sacrifice. Lay down your life for the greater food. Do what is necessary to protect, save, and accumulate vegetables.

Healthy. Always prepare and sustain your body by eating healthy and exercising thoroughly. Do not let the unhealthy distractions of society bring you down.

Self-Control. Have a sound body and mind. Do not be tempted in any way that does not fall into accordance with vegetables.

Vigorous. Be strong and courageous, defending vegetables with all your might. Stop all those who wish to oppose vegetables.

Oath Spells

You gain oath spells at the paladin levels listed.

*Is a home-brewed spell you can find on D&D Beyond.

Channel Divinity

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

Healthy Body. As a bonus action, you can transform your body using the power of vegetables, using your Channel Divinity. For 1 minute, you gain the following benefits:

  • Your Armor Class increases by 2, whether or not you are wearing armor.
  • You add your Charisma modifier to attack rolls you make with nonmagical melee weapons.
  • Your speed increases by 5 feet.

While Healthy Body is active, your skin turns a shade of green, with your veins almost popping out.

Divine Vegetable. As an action, you create a vegetable from matter, forming it in your hands, using your Channel Divinity. The vegetable can be any type of vegetable of your choosing, and any creature that consumes it gains hit points equal to your paladin level, is cured of one condition it may have of your choice, and is succumbed to the effects of a zone of truth spell (a creature can willingly fail the Charisma saving throw if it so chooses).

Aura of Healthiness

Starting at 7th level, you and friendly creatures within 10 feet of you can't be poisoned while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Greatveggie

Beginning at 15th level, you can cast goodveggie once per long rest without expending a spell slot. Additionally, when YOU eat a vegetable created by the goodveggie spell, you gain 4 hit points instead of the usual 2 hit points (up to your maximum number of hit points) and nourishment for two days instead of the usual one day. Additionally, you are resistant to poison damage.

Vegetable Demigod

At 20th level, as an action, you can transform into a demigod with vegetable powers beyond those of normalcy, growing larger and turning the ground around you into a vegetable-like terrain. For 1 minute, you gain the following benefits:

  • You become one size larger than you already are.
  • You add your Charisma modifier to any attack roll that you make.
  • The 15 foot radius on the ground around you is considered difficult terrain for all creatures besides you. This radius follows you as you move.
  • Friendly creatures starting their turn within 15 feet of you gain hit points equal to your Charisma modifier.
  • Unfriendly creatures starting their turn within 15 feet of you must make a Dexterity saving throw against your spell save DC to avoid being grappled. Grappled creatures follow you as you move.

Once you have used this feature, you cannot do so again until you finish a long rest. Additionally, you are immune to poison damage.

NOTE: THE HEALTHY BODY AND VEGETABLE DEMIGOD FEATURES CAN BE STACKED!

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2021 2:38:13 PM
1
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes