Base Class: Paladin
The Oath of the Wilds calls to paladins who devote themselves to the chaotic nature of the feywild. Sometimes called wardens of the wilds, these paladins typically swear an oath to a powerful fey entity or the wilds of nature. They typically adorn their armor and clothing with imagery of elements of nature.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Wilds Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Conquest Spells
| Paladin Level | Spells |
|---|---|
| 3rd | charm person, faerie fire |
| 5th | calm emotions, misty step |
| 9th | bestow curse, dispel magic |
| 13th | dimension door, greater invisibility |
| 17th | dominate person, modify memory |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Beguiling Presence. You can use your Channel Divinity to exude a charming presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. Each hostile creature has advantage on the save. On a failed save, a creature becomes charmed for 1 minute. The charmed creature can repeat this saving throw at the end of each of its turns, while in combat, ending the effect on itself on a success.
Nature's Strike. You can use your Channel Divinity to strike with the wrath of nature. When you make an attack roll, you can use your Channel Divinity to instead sprout vines from the ground to restrain a foe within 10 feet of you. The creature must succeed on a Strength or Desterity saving throw or be restrained. While restrained by the vines, can repeat the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Aura of the Wilds
Starting at 7th level, chaotic magic forms an eldritch ward around you. You and friendly creatures within 10 feet of you have advantage on all intelligence, wisdom, and charisma saving throws from spells.
At 18th level, the range of this aura increases to 30 feet.
Chaotic Retribution
Starting at 15th level, those who dare to strike you are psychically punished. Whenever a creature hits you with an attack, that creature takes 1d8 psychic damage if you’re not incapacitated.
Feywild Champion
At 20th level, you gain the ability to harness extraordinary martial prowess. As an bonus action, you can magically become a champion of the Feywild, gaining the following benefits for 1 minute:
- You sprout fairy-like wings from your back and grand you a flying speed of 30 feet.
- While the aura lasts, the paladin can use a bonus action on their turn to cause spectral fey beings to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes psychic damage equal to 3d10 + the paladin's Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.