Base Class: Paladin
Those who serve gods or goddesses of nature follow the Oath of the Wild. They are servants of nature and everything in it. Harnessing it's power, they fight like wild beasts.
Channel Divinity
When you take this oath at 3rd level, you gain Channel Divinity
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 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.
Wild Spells
You gain oath spells at the paladin levels listed.
Oath of the Wild Spells
| 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 |
Entanglement
Starting at 7th level, hostile creatures within 10 feet of you are restrained while you are conscious for 2 turns.
At 18th level, the range of this aura increases to 20 feet.
You can use this once every Long Rest.
Slay the Wicked
Beginning at 15th level, you are always under the effects of a [Tooltip Not Found] spell.
Wrath of Nature
At 20th level, as an action, if you are reduced to 0 hit points, you can regain half of your hit points back. You also have advantage on saving throws and attack throws. All hostile creatures within a 30 ft radius of you are restrained for 3 turns.
After using Wrath of Nature, you can cast storm of vengeance
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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