Base Class: Paladin
The Oath of the Forest sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort, just as their holy idol, the Lorax, did. Paladins who dedicate themselves to this oath believe that any tree is holy, and worth is protecting, but also that the spirit of trees also lives on in all creatures. These paladins protect the forest in the hope of turning their foes to the green, their foes being the Oath of Deforestation paladins, and they slay their enemies only when such a deed will clearly save lives of the trees. Paladins who follow this path are known as forestmen.
While forestmen are idealists, they are no fools. Forestmen know that Oath of Deforestation paladins, as well as beasts, monsters, and the like can either inherently want to destroy trees, or not understand the trees' sacredness. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the forestmen still pray that, one day, even creatures of wickedness will invite their own redemption.
Tenets of Redemption
The tenets of the Oath of the Forest hold a paladin to a high standard of peace and justice.
Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
Oath Spells
You gain oath spells at the paladin levels listed.
| Paladin Level | Spells |
|---|---|
| 3rd | entangle, speak with animals |
| 5th | barkskin, locate animals or plants |
| 9th | counterspell, plant growth |
| 13th | stoneskin, dominate beast |
| 17th | hold monster, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
You can use your Channel Divinity to rebuke those who harm trees or other creatures in general. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. If the attacker was attacking a creature of the type "Plant", or an actual plant, they fail the save no matter what.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
You can use your Channel Divinity to rebuke those who harm trees or other creatures in general. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. If the attacker was attacking a creature of the type "Plant", or an actual plant, they fail the save no matter what.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Forest Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Aura of the Tree Protector
Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature or plant within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
Tree Protector Spirit
Starting at 15th level, the holy presence of the tree protector mends your spirit in battle. You regain hit points equal to 1d6 + half your paladin level rounded down if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated. You also gain AC until your next turn equal to a quarter of your paladin level rounded down.
Emissary of Trees
At 20th level, you become an avatar of the tree protector, which gives you two benefits:
You are enraptured in plants, vines, and such, giving you resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
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