Paladin
Base Class: Paladin

TENETS OF NATURE

To enable themselves to work with nature, paladins of this oath often share these tenets.

Loyalty. Your word should be as strong and as reliable as nature's roots.

Peace. Only the foolish use actions before words. Negotiation helps bridge untimely gaps in understanding.

Patience. A forest does not grow in a day. The eagerness of one can lead to the downfall of many.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
 

Martial Versatility

Whenever you reach a level in this class that grants a Sacred Oath feature, you can replace a fighting style you know with another fighting style available to rangers. This replacement represents a shift of focus in your martial practice.

 

Channel Divinity

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

Strengthened Weapon. As an action, you can imbue one weapon that you are holding with strong vines, using your Channel Divinity. For 1 minute, the weapon gains the reach property if it's a melee weapon, or an additional 50 foot of range and 200 foot of extra range if it's a ranged weapon.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Vines of Protection. As a bonus action, you can protect creatures with your Channel Divinity. Three creatures of your choice within 30 feet of you gain a +2 to their armour class for one minute.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Aura of Nature

Starting at 7th level, nearby plants enhance your and your companions' ammunition while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

You and all friendly creatures within the aura gain a +1 to attack and damage rolls with weapons that have the ammunition or thrown properties. In addition, you and other paladins who have the spellcasting feature are now able to use your divine smite feature or smite spells with weapons that have the ammunition or thrown properties. However, you can only choose one of the two and you have to decide to use your divine smite before you attack.

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

Barbs of Defence

Beginning at 15th level, thorns strike your aggressors. Whenever a creature hits you with a melee attack, that creature takes piercing damage equal to your Charisma modifier (minimum of 1) plus your proficiency bonus if you’re not incapacitated, or just your Charisma modifier (minimum of 1) if you are incapacitated.

Earthen Spine

At 20th level, as an action, you can cause vines to churn the ground around you. All terrain in a 40 foot radius becomes difficult terrain. You can choose up to six creatures (including yourself) to become immune to this effect.

For the next minute, whenever an enemy creature starts its turn in the terrain that isn't immune to its effect, the creature takes bludgeoning damage equal to your Charisma modifier.

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

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