Paladin
Base Class: Paladin

The Oath of Nature is a paladin oath to tend to and protect nature in name of your deity. In the name of nature gods such as Silvanus or Chauntea you become a champion of the trees and animals. Nature paladins respect nature and fight to preserve it. While it is not against the Oath to chop down a tree or harvest fruit, you are expected to give in return. For a felled tree you plant its seeds for a new generation.

Oath Spells

As an Oath of Nature Paladin, you gain oath spells at the paladin levels listed.

Oath of Nature Spells
Paladin Level Spells
3rd animal friendship, entangle
5th locate animals or plants, pass without trace
9th plant growth, speak with plants
13th dominate beast, stoneskin
17th mass cure wounds, wall of stone

Channel Divinity

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

Nature's Wrath. As an action, you call upon nature with your channel divinity, causing thick roots to manifest over the ground to entangle your opponents. Target an amount of creatures up to your proficiency bonus within 30 feet of you, each creature you target must make a Strength saving throw. On a failed save the creature becomes restrained. On a succesful save the creatures take no damage and are not restrained. Restrained creatures are entangled in roots that prevent them from moving or taking actions. The roots can be attacked to free a creature and have 10 hit points each. At the start of an entangled creature's turn it can make a Strength saving throw to free itself. This counts as a concentration spell and lasts up to 1 minute.

Rootsinger. As a bonus action, you grow roots around your weapon, shield and body. For the duration of 1 minute, you gain +1 AC and your weapon is magical, dealing bludgeoning damage and gain an additional 5 foot reach. When you hit on an attack with these weapons the target creature must make a Strength saving throw or be pulled to within 5 feet of you as roots pull the target towards you.

Aura of the Forest

Starting at 7th level, roots naturally form where you walk. For any hostile creature within 10 feet of you, the ground counts as difficult terrain. And you have advantage against saving throw and skillchecks against being grappled, moved or being knocked prone.

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

Roots of Protection

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, your body gets encased in protective roots. Creatures have disadvantage against attacking you while downed and you have advantage on death saving throws. When you get brought back to consciousness the roots will bring you back to a standing position.

Avatar of Nature

At 20th level, nature becomes your ally when you are in need. You can use your action and gain the following benefits for 10 minutes:

  • Your allies gain 10 feet movement speed and don't trigger opportunity attacks while within 30 feet of you.
  • At the start of each ally's turn, if they are within 30 feet of they gain 5 temporary hit points.

This effect ends early if you die. Once you use this feature, you can’t use it again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes