Paladin
Base Class: Paladin

The Harvest Knight wanders the world in search of evils to slay and crops to protect. While the order sees itself as in direct opposition to anyone who would spoil a good harvest they specifically seek to combat the vile and dastardly forces of the Crow Consortium, a conglomerate of crow affiliated anti-paladins and evil knights who seek the destruction of the harvest with powerful magics. For guidance in their war with the Crow Consortium the Harvest Knights will beseech their god, sometimes known as the Harvest God or the God of the Harvest, to help them defend the Eternal Wheel of the Harvest. This God of the Harvest will then speak to their chosen knights through the crops they defend and direct them to their nearest foe.

TENETS OF THE HARVEST

The tenets of the Harvest Knight charge them with always listening to the crop and the God of the Harvest so that they are ever aware of dangers that they must vanquish. Even when the crops and their god is silent though it is important for a Harvest Knight to remain ever vigilant for many of the greatest enemies of the harvest live outside of farmlands and plot their vile machinations within the great halls of cities, where the God of the Harvest cannot go.

Listening. The Harvest Knight must regularly commune with their god and always be read for orders.

Growth. It is an important aspect of the Eternal Wheel of the Harvest that as old crops are taken new must replace them. Whenever possible the Harvest Knight must assist those who grow crops in all stages of the Eternal Wheel: sowing and reaping.

Farmers. The Harvest Knights see those who tend to farms as the gears that keep the Eternal Wheel spinning. For without their help the wheel would surely become choked with weeds and die. As such it is a Harvest Knights duty to help farmers whenever they ask and wherever they ask as if their words were those of the God of the Harvest themself.

Never a Friend to Crow or Corn. The Crow Consortium acts in direct opposition to the God of the Harvest and as such their minions must be stamped out and destroyed wherever they live. In addition the tenets of corn are a vile perversion of the wishes of the God of the Harvest and as such a Harvest Knight can never get along with or work with a knight of corn.

Oath Spells

You gain oath spells at the paladin levels listed in the Harvest Knight Spells table. See the Sacred Oath class feature for how oath spells work.

Harvest Knight Spells

Paladin Level Spells
3rd Entangle, Goodberry
5th Flame Blade, Protection from Poison
9th Speak with Plants, Spike Growth
13th Control Water, Stoneskin
17th Commune with Nature, Greater Restoration

Knowledge of the Harvest

A Harvest Knight must have at least a basic understanding of the crops they worship and the God who summons them. They gain proficiency in Vehicles (land) and Religion. Additionally a Harvest Knight always knows the best methods for reaping crops allowing increasing the amount of food they gather from farms by 50%.

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.

Planted. As taught to them by the God of the Harvest all member of the Order of the Harvest know the secrets of wheat. For when the wind howls so hard that even trees are uprooted a field of crops can remain for it knows the proper balance of bending but never bowing. As a Bonus Action the Harvest Knight plants their feet firmly in the ground. Their speed becomes 0 and they cannot benefit from anything that increases their movement speed. Additionally the Harvest Knight makes all of their melee attacks and any check to be moved or knocked prone at advantage. This effect ends either when the Harvest Knight does so as a free action on their turn or after 1 minute.

Growth. The Harvest Knight speaks to crops and encourages their growth. As an action they cause all cultivated crops in a 100 ft radius from them to grow at a rapid rate. The plants block line of sight beyond 10 ft and are treated as difficult terrain to anyone except the Harvest Knight.

Aura of Harvest

At 7th level the Harvest Knight is able to move through crops as if they were helping them. The knight's movement cannot be tracked through farmland except by magical means and they ignore difficult terrain in any outdoor environment. Additionally allies within 10ft of the Harvest Knight have advantage on their saving throws to avoid being restrained.

Reaping the Chaff

By 15th level the powers of a Harvest Knight have grown to a point when the crops themselves acknowledge the knights touch. When they use their Planted ability crops of the Harvest Knights choice, either wheat or rice, appear in a 30ft radius around the knight until the beginning of the knights next turn. Any creature that starts its turn in the crop or the first time they attempt to move through the crops on their turn must make a Dexterity saving throw equal to the Harvest Knights spell save DC. On a failed saving throw the creature takes 3d8 piercing and 3d8 radiant damage if the knight chose wheat or 3d8 cold and 3d8 poison damage if the knight chose rice and is restrained until this ability ends, on a successful save the creature takes half that damage and is not restrained.

Grand Harvest

At 20th level you become one with the harvest as the crops speak to you and obey your commands. As an action you can grant yourself the following two benefits for one hour:

  • When you use your Planted Channel Divinity ability your movement speed now changes to half your normal speed instead of 0. When you move the plants summoned by your Reaping the Chaff ability remain where they are are you grow new plants around you.
  • You gain immunity to poison damage and resistance to cold, fire, and necrotic damage.

After you have used this ability you cannot use it again until you finish a long rest.

Harvest Knight Image

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