Paladin
Base Class: Paladin

You are a Guardian of Yggdrasil, The World Tree. The branching tether between realms. As Guardian, you took an oath to defend the realms from all danger, man, monster, or cosmic.

TENETS OF THE GUARDIAN

A paladin who inherits the Oath of the Guardian swears to protect the fabric that connects the Planes and all who reside in them.

Protection: As Guardian of Yggdrasil, you protect the vines binding together reality, and in combat you protect your allies with the same vigor and relentlessness.

Preservation: As Guardian, you took an oath to preserve the realms and all that lies in them. You stand with the purity of Yggdrasil's nature.

Self-Control: There are many who wish to incite a fate worse than ragnorok by destroying the world tree. As it's guardian, your desires and emotions are always in check.

Oath Spells

3rd level Guardian of Yggdrasil feature

You gain oath spells at the paladin levels listed in the Guardian of Yggdrasil spell table. See the Sacred Oath class feature for how oath spells work.

Guardian of Yggdrasil Spells

PALADIN LEVEL      SPELLS 


3rd                 Entangle, Charm Person


5th                 Misty step, Suggestion


9th                 Major Image, Blink


13th              Conjure Woodland Beings, Dimension Door


17th              Mislead, Tree Stride


 

Channel Divinity

3rd level Guardian of Yggdrasil feature

You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Seeds of the World Tree. You can use your Channel Divinity to temporarily sprout a seed of Yggdrasil. As a reaction to an attack that you can see within 60 feet, you can cause a willing ally that you can see to teleport up to 30 feet from where they were to a place of your choosing, causing the attack to miss. Alternatively, you can use a bonus action to cause an enemy within 30 feet of you to make a Wisdom saving throw. On a failed save, you can teleport them to a place that you can see on the ground within 30 feet of where they were.

Cascading Leaves. You can use your Channel Divinity to cause some leaves of Yggdrasil to fall. As an action, you may cause the effects of the Blink spell to come upon you, or a willing creature. However, instead of rolling a D20 at the end of your turn, you may choose whether to appear or disappear. The same applies when you affect another creature with this Channel Divinity.

Level 7: Aura of Spatial Rootedness

7th Level Guardian of Yggdrassil feature

You are surrounded by Roots of Yggdrasil while you aren't incapacitated. You and your allies within 10 feet of you cannot be impeded by difficult terrain, and have advantage on saving throws against being unwillingly displaced, physically or spatially, such as with the Banishment spell.


At 18th Level, the range of this aura increases to 30 feet.

Level 15: Ire of Yggdrasil

15th level Guardian of Yggdrasil feature

When a creature you can see within 30 feet attempts to teleport itself, teleport another creature, or leave this plane, you can use your reaction to cause spectral vines to erupt from the ground. The creature must make a Charisma saving throw or be restrained for 1 minute and unable to teleport or leave this plane. If they succeed, they are immune to this effect for 24 hours. Aberrations, Celestials, Fey, and Fiends have disadvantage on the saving throw, and take 3d10 Force damage on a failure, and half as much on a success.

You can use this feature an amount of times equal to your Charisma modifier.

 

Level 20: Eternal Guardian

20th level Guardian of Yggdrasil Feature

The spirits of the Guardians that came before you flow through your being. As a bonus action, you gain the following benefits for 1 minute:

  • Enemies in a 60 foot range have Disadvantage on Dexterity Saving Throws, and are considered impeded by Difficult Terrain as roots burst from the ground.
  • Enemies have Disadvantage on Attack Rolls made against you, as you begin to phase out of this plane.
  • You and a number of allies equal to your Charisma modifier may teleport up to 30 feet as a bonus action.
  • All creatures within 60 feet of you have Disadvantage on Concentration Checks, and cannot teleport or leave this plane. If they attempt to do so, they are stunned until the end of their next turn. 

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

 

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