Paladin
Base Class: Paladin

Elemental forces have influenced many individuals over the years, but none have granted such an influence and influx of natural power as Gaia, the Goddess of Nature. Gaia is charming, using the beauty of the land to entice people. She is wise, offering insight into all that exists within the world.

Paladins that take the Oath of the Wilderness serve Gaia in all that they do, honoring the lands in which they inhabit, and destroying all that misuse it.

Channel Divinity

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

Restoration of Nature - You can use your Channel Divinity to imbue a small amount of life into an undead creature that you can see. As an action, you present your holy symbol, and one undead of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failed save, the undead creature undergoes a physical transformation that brings it back to life for 1 minute. During this time, the creature takes on a physical appearance of its form before undeath, and is friendly towards you and your companions. Also, the creature uses the Commoner stat block to determine its statistics, regardless of its past.

Chaotic Growth - You can use your Channel Divinity to cause vines of varying colorations and sizes to sprout from the ground. As an action, you present your holy symbol, and a 30-foot radius of vine-like plants sprout from the ground centered on a point you can see. Any creatures of your choice that you can see within the 30-foot radius must make a Dexterity saving throw. On a failed save, a creature is considered grappled by the vines. To break out, the grappled target can repeat the saving throw at the start of each of their turns. On a success, the target escapes and is no longer grappled by the vines. The 30-foot radius is also considered difficult terrain for enemy creatures, but you and your allies can move freely within the radius.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Wilderness Spells
PALADIN LEVEL SPELLS

3rd

animal friendship, earth tremor

5th

barkskin, maximilian’s earthen grasp

9th

call lightning, speak with plants

13th

guardian of nature, polymorph

17th

commune with nature, reincarnate

Aura of Growth

Starting at 7th level, the magic of Gaia begins to embrace your every action. For every hour spent without engaging in combat, you and friendly creatures within 30 feet of you regain a number of hit points equal to half of your paladin level (rounded down).

At 18th level, the number of hit points regained is equal to half of your paladin level + your Charisma modifier.

Flowering Strike

At 15th level, your Divine Smite feature receives an improvement. Whenever you use your Divine Smite, you can add a number of d6 equal to half of your proficiency bonus (rounded up) to the total damage of the attack. The additional damage is considered poison damage. 

In addition, each time you strike a creature with a Divine Smite, they must make a Wisdom saving throw against your paladin spell save DC. On a failed save, the creature is charmed by you until the start of your next turn or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the effect ends, the creature does not know it was charmed by you, but rather, thinks it just got distracted by the beautiful scenery around it.

Embodiment of the Wilderness

At 20th level, you can assume the form of a powerful elemental force of nature, taking on an appearance of your choice. For example, you may envelop yourself with plant life, or grow bestial features. 

As an action, you embody this transformation, and you gain the following benefits for 1 minute:

  • The effects of your Aura of Growth occur every turn, even whilst in combat.
  • Your movement speed is doubled, and any enemy creature that starts their turn within 10 feet of you has their movement speed halved until the start of their next turn.
  • Once per turn, you can add your Charisma modifier to the roll of one damage die that you deal with a weapon or spell attack.
  • You have advantage on saving throws made to resist the paralyzed, poisoned, and stunned conditions.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Previous Versions

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