Base Class: Paladin
Make Safe the Wild — This tenant states that all followers of this Oath must strive to keep the wild places of the world safe from malign influence and the encroachment of civilisation.
Guard the Traveller — This tenant states that all followers of this Oath must strive to keep safe those who travel through the wild, such as sailors or mountaineers. They encourage people to travel in their companies to make sure that harm does not come to Travellers.
Be the Storm — To those who would flaunt the advice of these Paladins, those who knowingly damage the wild or prey on travellers . They are shown the remorse of an angry wave as it dashes a ship on the rocks or the sympathy of the tempest the plucks climbers from the mountainside.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For one minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. 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.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Sea and Sky Spells
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Paladin Level |
Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
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 feel.
Aura of Warding
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.
Angel of the Wild
At 20th level, you can assume the form of an ancient force of the wild, taking on an appearance you choose. Using your action, you undergo a transformation. For 5 minutes, you gain the following benefits:
Huge ethereal wings sprout from your back giving you a fly speed of 60ft.
At the start of each of your turns, you regain in 5 hit points.
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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