Paladin
Base Class: Paladin

The Oath of the Green Fields is a solemn vow to ensure the world never loses its sense of fellowship and humour. A bit of chaos infuses all life with a sense of wonder and awe. There is no order of Paladins to form a corps around, nor any known formal organizations. Rather, Paladins who swear the Oath of the Green Fields are rare hand-picked souls by the Yondalla, the God of curiosity, loyalty, and sense of mischief.

TENANTS OF YONDALLA

The tenets of the Oath of the Green Fields vary by paladin, but all the tenets revolve around encouraging fellowship, a bit of mayhem and kindling the light in a dark world by any means necessary. The core principles of the tenets are simple. 

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.  

Fight Perfection. Perfection lacks humor, it is unwilling to change or bend.  A threat to the world if allowed to exist for too long.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Channel Divinity

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

Emissary of Peace. 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.

Share the Burden. If an ally that you can see within 60 feet is the target of a melee or ranged attack, you can use your reaction to teleport to your ally's space and cause your willing ally to teleport into your space. You then become the target of that attack and reduce any damage taken as a result of that attack by half.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

Shield Of Faith, heroism

5th

enhance ability, suggestion

9th

plant growth, protection from energy

13th

confusion, freedom of movement

17th

dispel evil and good, tree stride

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

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

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can’t use it again until you finish a long rest.

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