Paladin
Base Class: Paladin

TENETS OF THE WILD PROTECTOR

The tenets of the Oath of Wild Protector dictate a paladin provide protection and maintain the wilds.

Protect the Charge. Provide safety for those that need it, or those that you swear to.

Defend the Wilds. Punish those who seek to destroy the wildlands and those that dwell there.

Guide the Lost. Provide aid to those who seek your wisdom.

Seek the Stars. Aspire to be as great as you can be to earn your place with the spirits of the wild.

Channel Divinity

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

Grasp of the Wild. You can use your Channel Divinity to invoke ancestral forces to ensnare a foe. As an action, you can cause spectral thorn vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength saving throw or be restrained. While restrained by the thorns, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the thorn vines vanish.

Savage Vengeance. You can use your Channel Divinity to rebuke those who harm your charges. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Sacrifice

Starting at 7th level, you can shield others from harm at the cost of your own wellbeing. When a creature within 10 feet of you takes damage, you can use your reaction to take that damage, instead of that creature taking it. This damage can’t be reduced in any way.

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

Thorn Wall Strike

You can turn defense into a thorny strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

True Protector of the Wilds

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of the wilds, gaining the following benefits for 1 minute:

  • You have resistance to all damage, except necrotic damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks deal an additional 2d8 psychic damage.

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

Oath Of The Wild Protector Image

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