Paladin
Base Class: Paladin
Paladins who swear the Oath of the Wildheart bind their souls to the capricious spirits of the Feywild, becoming champions of its enchanting beauty and untamed whimsy. They weave fey magic into their martial prowess, protecting sacred glades and mortal hearts from corruption with charm, illusion, and radiant might. With a spirit as fleeting as a will-o’-wisp and as enduring as an ancient fey court, these paladins dance between light and shadow to uphold the fey’s enigmatic balance.Tenets of the Wildheart:
  • Embrace the Fey’s Whimsy: Revel in the unpredictable joy of the Feywild, letting its capricious spirit guide your actions.
  • Guard the Glade: Protect the sacred places and creatures of the wild, ensuring their beauty endures against despoilers.
  • Beguile Corruption: Use charm and guile to thwart those who would harm the fey or twist nature’s harmony.
  • Shine Through Shadows: Stand resolute, radiating hope and enchantment to banish despair and darkness.

 

Oath Spells

You gain the following oath spells at the listed Paladin levels. These spells reflect the wild, primal theme, focusing on beastly power, nature’s wrath, and resilience, distinct from Oath of the Ancients’ fey-inspired spell list.
Paladin Level
Spells
3rd
Charm Person, Faerie Fire
5th
Mirror Image, Suggestion
9th
Hypnotic Pattern, Major Image
13th
Charm Monster, Greater Invisibility
17th
Awaken, Mislead

Level 3: Channel Dvinity

You gain two Channel Divinity options:
  1. Fey’s Allure: As an action, you weave a beguiling aura of fey magic. Each creature of your choice within 15 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature is charmed by you for 1 minute or until it takes damage. While charmed, it regards you and your allies as friendly and has disadvantage on attack rolls against you. On a success, the creature is unaffected.
  2. Wisp’s Radiance: As an action, you summon a burst of radiant fey light. Each hostile creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes radiant damage equal to 2d8 + your Paladin level and is blinded until the end of your next turn. On a success, it takes half damage and is not blinded.

Level 7: Aura of Fey’s Grace

Starting at 7th level, you channel the Feywild’s protective enchantments, shielding yourself and allies from harmful magic. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the aura’s range extends to 30 feet.

Level 15: Spirit of the Fey Court

As a bonus action, you summon a spectral fey presence (pixie, satyr, or dryad) for 1 minute. You gain:
  • Flying speed equal to walking speed
  • Melee weapon attacks deal +1d8 radiant or psychic damage (chosen on activation).
  • When hit by a creature within 5 feet, you can use your reaction to teleport 15 feet to an unoccupied space, becoming invisible until your next turn starts or you attack/cast.
Usable once per long rest.

Level 20: Avatar of the Wildheart

As an action, you become a Feywild avatar for 1 minute:
  • Emit dim light in a 30-foot radius; chosen creatures have disadvantage on attacks against you.
  • Melee weapon attacks deal +2d8 radiant damage.
  • Once per turn, on a melee hit, cast Charm Person or Faerie Fire (no slot, using Channel Divinity DC) on a creature within 30 feet.
  • Cast Misty Step at will without a spell slot.