Base Class: Paladin
Tenets of Freyja
Freyja’s tenets involve respect for nature, and being aware of the truth that people are just as powerless as weak branches in the face of its wrath. Their principles are based on building a better community that values vitality, abundance, and coexistence. Listen to the nature. The Goddess of the woods whispers to those who follow her betwixt the sounds of animals and plants. Its every person’s duty to listen to the land they inhabits.
Aid those in need. Protect the weak, and help the poor. There are those who cannot survive on their own. Act as the merciful hand of your Goddess towards them.
Show mercy to life. Always think twice before ending a life. Every creature in the realm deserves to live the life that has been gifted to them.
Be vigilant against death and despair. Do not let the undead blight your Goddess’ domain. Always remain cautious against corruption and disease for the sake of the living.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two Channel Divinity options.
Awaken the Nature. You can use your Channel Divinity to awaken the wilderness, and request its aid for you and your allies. As an action, present your holy symbol and choose an effect.
• Roots start to move and can ensnare a foe; the creature must succeed on a Strength or Dexterity saving throw or is restrained.
• A tree swings its branches and hits a nearby creature, with your Spell Attack modifier. If it succeeds, the creature takes 2d8 bludgeoning or 4d4 piercing damage (if it’s a plant with thorns)
• The earth slides and pulls a nearby creature down. The creature must succeed on a Strength or Dexterity saving throw or is knocked prone and takes 1d10 bludgeoning damage because of the pressure of the earth.
Turn the Unholy. As an Action, you present your holy Symbol and speak a prayer censuring Fiends and Undead, using your Channel Divinity. Each fiend or Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.
Aura Of Healing
Starting at 7th level, you and friendly creatures within 10 feet of you, start to gain 1 hit point at the start of your turns. Additionally, you require half the sustenance in terms of food or water to survive the day.
At 18th level, the range of this aura increases to 30 feet.
Blessing Of Vitality
Starting at 15th level, you can pray to Freyja for her to bless yourself and friendly creatures that are within 30 feet of you against death and disease. Your diseases are cured, and any poisoning effects are canceled out. For 1 minute, you all have advantage on your saving throws against the infection of poison and disease. Any friendly creature that falls unconscious, automatically succeeds on its death saving throws, and rises back up at the start of its 4th turn following its fall.
Once you use this ability, you can’t use it again until you finish a long rest.
Natures Intervantion
At 20th level, Freyja blesses you with the very essence of nature. You and your allies gain vitality from this essence and your wounds start to heal much faster. In combat, nature actively starts to help you and your allies.
Using your action, you invoke the vivacity of nature. For 1 minute, you gain the following benefits:
• At the start of each of your turns, you and friendly creatures within 30 feet of you regain 10 hit points.
• As a bonus action, you can use the Awaken the Nature option of your Channel Divinity up to a number of times equal to your Charisma modifier (minimum 1).
• You count as if you have Animal Friendship active for any beasts that are within 60 feet of you. These beasts must not be under the influence of another entity such as a Vanir. If they are so, once this feature is activated, the opponent that influences these animals must succeed on a Charisma saving throw, or lose its influence.
Once you use this feature, you need to take a long rest to use it again.







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