Paladin
Base Class: Paladin

An alternate to the Oath of the Ancients, the Oath of the Land emerged as Nature and Industry began to clash.  When the conflict began to take it's toll on those who tried to live their lives in the middle, some prayed for a peaceful resolution.  The Land itself heard their pleas, and empowered a few to enforce peace, by word and sword.  Paladins of the Land can be found wandering the forests talking to fey or druids about poachers, as often as assisting farmers to till their fields.

Channel Divinity

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

Lands Furor. You can use your Channel Divinity to invoke primeval forces to change the battlefield. As an action, you can cause the land around a number of creatures equal to your charisma modifier, within 30ft feet of you that you can see, to become a swampy trap. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the mud, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the mud vanishes.  For allies, the other choice is to protect.  A crude stone armor forms around a number of creatures equal to your Charisma modifier within 30ft of you, they receive a +1 to their AC, and resistant to nonmagical bludgeoning, piercing and slashing damage.  Whichever you choose, the effect wears off after 1 minute.

Turn the Unbalanced. You can use your Channel Divinity to utter ancient words that are painful for many creatures to hear. As an action, you present your holy symbol, and each  Aberration, Beast, Construct, Fey, Fiend or Undead within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells
Paladin Level Spells

3rd

goodberry, speak with animals

5th

misty step, aid

9th

tongues, protection from energy

13th

ice storm, fabricate

17th

commune with nature, greater restoration

Gift of the Land

Git of the Land. Upon swearing the Oath at level 3, the Paladin learns is taught a magic to help them in their journey.  The Paladin learns the shillelagh cantrip.  Charisma is your spell casting modifier.

Aura of Sure Footing

Beginning at 7th level, ancient magic in the earth reacts to very presence, forming a loving embrace. You and friendly creatures within 10 feet of you are unaffected by difficult terrain, as well as resistance to being grappled, restrained, or knocked prone.

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

Natures Endurance

Starting at 15th level, when a creature who is affected by your aura takes damage you may choose to give that creature resistance the damage, 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.

Scales given Will

At 20th level, you can assume the form of an ancient force of balance, taking on an appearance that is ever shifting between natural growth and industrial technology. For example, your skin might turn green or take on a bark-like texture then take on a metallic sheen, your hair might become leafy or moss-like then shift into fraying ropes or wires, or you might sprout antlers or a lion-like mane the have you joints become like clockwork gears or pistons.

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

  • Gain a 30 foot aura that doubles the movement speed of all friendly creatures that start their turn in it.
  • 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.
  • When you fail a saving throw you may choose to pass it instead, this can only be done once.

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

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